First of all let me apologize if some of the answers are already available in the forum.
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3D formats supported by Armagetron
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I saw the threads related with 3D modelling for Armagetron… Please correct me if I’m wrong but, as far as I understood, there are two or three ways of bringing (+/-) directly a 3D model into Armagetron game arena…
1. To understand the .mod format (coded at hand?)
2&3. To make an .ase file using export scripts available for a previous version of Blender or using 3ds Max.
My question is:
Is it very difficult to change the Armagetron code so that it supports other more popular 3D format?
Sorry the ignorance from my side, but I think that if we could use a more popular and easier to deal with 3D format (like… 3ds !!!) then making 3D mods would be a lot much easier!
As an example please look at Orbiter Space Simulator ( www.orbitersim.com ): it uses the native .msh format but addon developers have at their disposal nice converters developed by the community: 3ds2msh converts any 3ds to msh, there is also a plugin for gmax where we can directly import/export the msh format… and people developing in .lwo, .obj (other formats) can easily convert their models to 3ds using available converters in the net...
To have a better idea, please go to my site http://simcosmos.planetaclix.pt and navigate like this:
> Orbiter (left menu)
>> Utilities / Docs
>>> DEV Programs / Tools
(see the parts about 3D editors / converters)
Yes, I know that writing a converter or making Armagetron support 3ds as native format is not a 5 seconds task

I’m just sharing that the present situation is a little limiting for everyone who wants to make 3D mods:
Virtually… Or we already have 3dsMax or we ask someone to kindly convert our model… I searched and searched and searched the net and it is very hard to find a free standalone converter to .ase format…
Wouldn’t be nice to use a 3D editor like www.anim8or.com , export the model to 3ds and then directly place it in the moviepack folder (if 3ds support is implemented in Armagetron code)? (Or else use a nice, not available yet, 3ds to .ase converter?)
Just giving some ideas

(no clue if they are very hard to implement or not)
Another alternative would be to use models in .X format…
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About Internal View and Cockpit Rendering
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I tried to place the camera very near the light cycle… managed to place it right in the top of the cockpit area but then the cycle model disappears… and only appears again for a few seconds when I make turns.
I would like to test if moving the camera position, playing with FOV and using another model for the cycle (with open windows when in cockpit view = with interior modelled = interior having face normals pointing to the inside)… we would be able to have a nice cockpit view like the one available in this other Light Cycle game:
http://website.lineone.net/~planetride/lightcycles.htm

I do not know if this is possible but just think about it: it would be a blast to have such a view, use the view keys to look left, right, front, up and use all this in an internal view only server

The major problem I find so far is the process of bringing a 3D model into Armagetron… If there was an easy way I would be more than glad to make some experiments in this area…
… Or do you think that playing with camera options + new cycle model is not enough for having internal rendering of the cockpit and we need something more (+code) to make it happen?
Just some thoughts from a newbie in this forum, sorry if what I wrote does not make sense

António