Maybe add people to these chairs? :) It looks a bit "dead" without any crew
I dont have any programs that can accurately model creatures or humans... and on top of that, nothing on the bridge model can be animated, so while you're flying in space those 'people' would just be frozen mannequins.
I might take a crack at a bridge... don't expect much though :P
If anything, it will likely be (geometrywise) a kitbash of a rescaled cockpit/bar. chairs, and static character models, with maybe some custom panels by yours truly. We shall see...
EDIT; suggestions on the best FOV settings for exporting a cockpit? Whats the default we see in Freelancer?
I started making these a looooong time ago. Tenacity, export as .3db and test it, problem is that the cockpit moves to the side when you turn, making it look strange...
The cockpit moves....I think it does make you think the ship moves, this was made because game developers tried to make the cockpit view more realistic, so when you move your ship to the right or any direction the cockpit has an effect of moving to the right, making you feel the ship turning from the inside.
In Milkshape you can alter the Field of View settings on a cockpit model, I think this (among other things) changes the movement dynamic of the cockpit.
Ok ok,
As new ships emerge,
And existing ones get the wrench taken to them,
Where's the bloody capship bridge?
It seriously can't be THAT hard can it? Its a simple transparency. I mean, it doesnt even really need textures. A simple outline that gives the suggestion of being on a large bridge would do. Just add a floor to an existing one? And on the subject of crew, noones gonna be bothered by stationary silhouetes. I find it mindboggling that my Spyglass and my Roc have the same cockpit. At least let me move my capship through lanes like a Roc if i cant have a bridge! Seems a fair trade to me...
and yes, this is nothing more than a a long-winded