These raw files are the front, left, right and back panels of the cockpit, respectively and in that order. You can use any name you like for each file but they must be listed in the proper order. The images are painted black wherever the 3D display and mirror is to show through, pure black is transparent. NOTE: All custom cockpit panels MUST have new .aai files generated for them! (info)
The first two numbers are x/y coordinates of upper left corner of the 3D display, used to fit the display into the "window" of the cockpit image. The second number, which is the only value that applies in MTM2, is the number of pixels down from the top of the screen, which sets the top edge of the 3D window in place. The last two numbers should be the width and height of the display itself, but changing them does nothing, the cockpit window is locked into the strange screen resolution of 640x285 pixels and cannot be changed. The full view within this resolution is much like that seen in the cab without the cockpit, only it's a bit squashed and some vertical space is cropped off both the top and bottom of the view. The maximum height of the 3D window is almost exactly 3/5 of the screen, which can be raised or lowered vertically to any position within the total 480 height, leaving at least 2/5 of the screen to fill in with the background image. The vertical positioning value does not seem to match the exact pixel coordinates like everything else in the powerbig, so you may find yourself experimenting a bit in order to get the height you want. As a point of reference, a value of 23 will place the top edge of the 3D window at the very top edge of the screen, if you use a smaller number you will begin to lose window height. The top edge of the 3D window should probably lie below the bottom edge of the finder because the finder itself floats on a black "re-draw" square that will always be rendered on top of the 3D and mirror windows. The coordinates of the finder square are 574,7 for the upper left corner and 635,67 for the lower right corner, which is to say that the top of the 3D window should be at least 67 pixels below the top edge of the screen. This sets the center point of the cockpit speedometer needle. The first number is the number of pixels in from the left side of the screen. The second number is the number of pixels down from the top of the screen This sets the radius of the speedometer, presumably in pixels, changing the size of the needle. While the needle is the only thing visible on top of the dashboard raw, there is in fact a black square in which the needle floats, which seems to be about five pixels larger than the value you specify. You will need to make your speedometer graphic large enough to accomodate the edges of this black square, lest it overhang the edge of the visible dash instrumentation.
The "needle.bin" exists in both the cockpit and ui pods, it is a small, strange bin without any raw file assigned to it in the normal fashion. No replacement seems possible.
The angle at which the speedometer needle rests at zero miles per hour. This value is to be coordinated with the speedometer graphic. This is one value that applies to BOTH the in-truck cockpit speedometer as well as the dashboard overlay seen in the chase cam views.
Sets the number of degrees the needle moves for every MPH of speed. This value is to be coordinated with the cockpit speedometer graphic. Theoretically, if you set it to 90 degrees the needle would spin completely around for every 4 MPH of speed you gained (4x90=360). This is one value applies to BOTH the in-truck cockpit speedometer as well as the dashboard overlay seen in the chase cam views. The numbers and graduated lines in the chase view display will rotate and scale in relation to this value. It seems best not to change this at all in order to keep the chase view overlay looking it's best.
This is an invisible rectangular area that defines any solid texture surfaces "above" the needle, in the stock cockpit this face is a black panel with a switch and lights on it. The first two numbers are x/y coordinates of the upper left corner of the face, the last two numbers are the pixel width and height of the face itself, sized to match any panel floating above the needle. The defined area will be rendered "on top of" the rotating needle in the game. If no such faces are needed you may supply zero values (0,0,0,0). This sets the center point of the cockpit tachometer needle.The first number is the number of pixels in from the left side of the screen.The second number is the number of pixels down from the top of the screen This defines the radius of the tachometer, presumably in pixels, changing the size of the needle itself. While the needle is the only thing visible on top of the dashboard raw, there is in fact a black square in which the needle floats, which seems to be about five pixels larger than the value you specify. You will need to make your tachometer graphic large enough to accomodate the edges of this black square, lest it overhang the edge of the visible dash instrumentation.
The "needle.bin" exists in both the cockpit and ui pods, it is a small, strange bin without any raw file assigned to it in the normal fashion. No replacement seems possible.
The angle at which the tachometer rests at zero RPM. This value is to be coordinated with the tachometer graphic. This is one value that applies to BOTH the in-truck cockpit tachometer as well as the dashboard overlay seen in the chase cam views.
The number of degrees the needle moves for every RPM. This value is to be coordinated with the tachometer graphic. This is one value that applies to BOTH the in-truck cockpit tachometer as well as the dashboard overlay seen in the chase cam views. Presumably you divide the number of degrees your tachometer graphic spans by 9000. The numbers and graduated lines in the chase view display will rotate and scale in relation to this value. It seems best not to change this at all in order to keep the chase view overlay looking it's best.
This is an invisible rectangular area that defines any solid texture surfaces "above" the needle, in the stock cockpit this face is a black panel with a switch and lights on it. The first two numbers are x/y coordinates of the upper left corner of the face, the last two numbers are the pixel width and height of the face itself, sized to match any panel floating above the needle. The defined area will be rendered "on top of" the rotating needle in the game.
The first two numbers are x/y coordinates of upper left corner of the "steering wheel" display. The first number is the number of pixels in from the left side of the screen. The second number is the number of pixels down from the top of the screen. The third and fourth numbers represent the size of the steering wheel raw files (350x150 pixels in the example). If you create custom "steering wheel" graphics you must supply the size here. As for the display coordinates, do NOT position it so that it overlaps the screen edge, as a game crash may result.
These numbers are x/y screen coordinates that define the area behind the steering wheel that gets re-drawn as the wheel turns. Without these coordinates the area behind the wheel may not get redrawn properly and will look bad or even cause the same kind effect seen with incomplete backdrops. The first number in the example defines a point 174 pixels in from the left side of the screen and the second number defines a point 362 pixels down from the top of the screen, together these define a single point which is the upper left corner of the "redraw" square. Likewise, the third number defines a point 466 pixels in from the left side of the screen and the second number defines a point 480 pixels down from the top of the screen, together these define a single point which is the lower right corner of the "redraw" square. This area covers the interior portion of the stock steering wheel. Apparently this "erase window" is only needed for the "steering wheel" animation. This window may not be strictly necessary if the raw files contain no obvious animation or transparent sections, in such cases a value of 0,0,0,0 might render it invisible.
The basename of the series of steering wheel raw files. You may use any basename you like and the files may be any size you like, but they must all be the same size. I believe you have to match the number of stock files exactly, and you certainly have to name them using the proper suffix. There must be one center "wheel" (c00), then seven increments to the right (r05 to r35) and seven to the left (l05 to l35), the images are designed to change in five degree increments, from 05 to 35. I do not know if more increments are possible.
The naming scheme: NOTE: all custom steering wheel raw files MUST have custom .aai files generated to match them. (info) The "steering wheel" is series of raw files in the form of an animation, with or without transparency, that will be an overlay on top of the cockpit background as well as the 3D window. The series of raw files need not be a steering wheel at all, bearing in mind that black areas are transparent, and that the .aai will provide anti-aliased edges if needed, you can make any sort of of screen animation you like, which will change in relation to the angle of the wheel. In such an instance keyboard users are likely to see the center and extreme right and left images most of the time. You could use lights or guages to indicate wheel position, or even flash images or messages on a display screen just for kicks, in tandem with an actual wheel if you like. The number of rear view mirrors. Is more than one possible? I tried to add more but I didn't manage to do it. So, who knows for sure?
The first two numbers are x/y coordinates of upper left corner of the rear view mirror display. The last two numbers are the pixel width and height of the mirror display itself, which can be sized at will. Do not let the mirror overlap the screen edge. If you want your mirror to have a perfectly scaled down ratio of the 640x285 cockpit 3D window just multiply "2.245614" by the height of the window to get the proper width (round the number). If you want your mirror to have a perfectly scaled down ratio of the full screen 640x480 window just multiply "1.333333" by the height of the window to get the proper width (round the number). I dunno, but I guessed it was the angle of the view, which is pretty well horizontal by default. After guessing that I tried all kinds of values but noticed no changes at all, unless there are magic values to use I would say this doesn't do anything in MTM2. I haven't tested it yet, but I'd bet this does work in MTM1. I dunno, but I guessed this is the 3D x/y/z coordinates of the viewpoint in the mirror. Theoretically, if you translated (or moved) the viewpoint of the mirror you could look at things far away or from a different perspective. For example, if you could translate the view forward you might be able to look at the front of your own truck, or you might even be able to see a blimp cam type view and note truck positions relative to your own (if the angle value up above could be brought into play). After guessing this I tried all kinds of values but noticed no changes at all, unless there are magic values to use I would say this doesn't do anything in MTM2. My second guess is that this is a leftover from MTM1, in which it probably works as described, I know the game itself had arenas with large "live" viewscreens with properties I just described. I guessed this was the zoom value of the rear view mirror, akin to the "Z-mode" zooming available in GOLD mode. After guessing that I tried all kinds of values but accomplished nothing, unless there are magic numbers to use I have to assume this does nothing at all in MTM2. In fact, in MTM2, the mirror automatically matches the zoom level of the standard view, while in MTM1 the zoom works independent of the mirror, thus I believe this is another remnant from MTM1 that doesn't apply in MTM2.
The first two numbers define the screen position of the upper left corner of the mirror frame raw file. The second two numbers represent the dimensions of the raw file used (108x56 pixels in the example). Do not let it overlap the screen edge. The name of the mirror frame raw file, any name may be used and the image can be any size. If you wish to have no frame just use a small pure black raw file, which will be totally transparent and invisible. This part does not use an .aai so try not to use any jagged pixel edges. The base name of the series of six shifter raw files. You may use any basename you like and the files may be any size you like, but they must all be the same size and be named using the proper suffixes of P, N, R, 1, 2 and 3, as follows: "nameP.raw" (park)
These files do not use an .aai, and like the "steering wheel" the animation can be anything you'd like it to be. The sequence can be placed anywhere on the screen and doesn't require the "erase/redraw" box that the steering wheel does. In use the images will repeatedly flash on screen for a moment or two, depending on the condition of your gears, then change or disappear. Transparency does not work here so whatever you make must be rectangular in nature.
The first two numbers define the position of the upper left corner of the shifter raws. The second two numbers represent the dimensions of the raw files used (128x192 pixels in the example).
The name of the "on" shifter light raw file, any name may be used. When the RPM reaches a certain speed this shift "light" texture is flashed on the screen automatically. You can make this texture any shape and any size, and place it anywhere you like. This part does not use an .aai so try not to use any jagged pixel edges.
The first two numbers define the screen position of the upper left corner of the shifter light raw file. The second two numbers represent the dimensions of the shifter light raw file (18x19 pixels in the example).
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