@007, I'm so sorry I didn't answer this before, just read through your questions now.
Quote: "1) The overall HUD that simulates the cockpit, is a weapon model, or this is a picture hud derived from a 3d model that you modelled in a 3d software then positioned the camera in a 1st person view, and rendered to a picture?"
The hud is a 3d model I made in Blender.
Quote: "2) Those lighting effects (lens effects) they are those new post shader effects?"
Yes It's the New Post Shader Effects, but I do intend on modifying the shaders.
Quote: "3) How did you could make working bullet tracers? I`ve tried it, and other members tried it, but we could not make it work well."
I'm using the weapon flak to simulate tracers. A few other members have tried it but I'm doing things slightly differently from what I've already seen on the forums
Quote: "4) The mech have 2 guns, one in left side and other in right side. So you made the guns models a part of the 3d model of the cockpit, and then you just used the weapon HUD.X model with an invisible texture on it and adjusted the firespot position to align with the pre-made gun model that is a part of the cockpit HUD, so the player will never see the "real" gun, instead, will only see the attached gun model of the cockpit with the firespot decal? Is this?"
The HUD.x for the weapons would contain the same model with just a modified FIRESPOT and SMOKE bone.
Quote: "5) How did you do this?
Quote: "Map sizes are 400% larger (certain maps)""
New commands in FPSC 1.18 allow you to adjust the camera height, lowering the camera height and slightly reducing the player speed can give you a larger perspective in each level
Quote: "6) How you could make the radar work, please teach me, i tried to make it work, but it never worked with me. I only made the compass work, but it lagged a lot."
One thing I noted is that the standard radar scripts that come with FPSC v1.19 beta don't display the radar background but just the radar blips. You'll need to create your own radar hud background (like the green circle I created as seen in the screen shots.) Then create a script to display radar circle, place a trigger zone in your game and in the "main" of your trigger zone place your newly created radar HUD script. I'm using a triggerzone to display the script because on certain levels the user radar will be disabled.
Hope that helps. I know I didn't go into much detail here but I hope it helps as a simple guideline.
@Raymondlee306,
Quote: "This looks awesome! Truly you are taking FPSC in a new direction. How is your framerate on something like this? Keep this going, I just saw an indie company developing a mech game like this called Hawken was just given 10 million dollars to finish their project from professional investors, you might be next with something like this! ...don't forget about us when your rich and famous. "
Before I mention the framerate,
here are my PC specs:
Dual Core 2.4
Nvidia 9600gt
2 gigs DDR2 Ram
This isn't the greatest rig either. I consider my PC to be a midrange PC. The framerate sticks above 35FPS. So I think that is ideal. I'm trying my best to squeeze out as much detail as I can on FPSC, if I was targeting 64 bit systems I would go crazy, but unfortunately I'm going for 32 bit systems which have a memory cap of about 2 gigs. FPSC crashes when you reach that memory cap. FPSC has it limitations and I'm already thinking about Metal Jacket 2, this will be done in Unity or Unreal Development Kit. The benefit of Unity and UDK is being able to compile games for different OS's. So I could build the game on Windows, Mac, Xbox, PS3, Android, iPhone, iPad. FPSC and even DarkBasic is limited to Windows.
Hawken looks AMAZING! I always watch the videos to see how I could do things differently, even the smallest details count.

That's powered by the Unreal Engine. Hawken has been created by a team of 10 people. At the moment my team consists of me, myself and I.
My intention is to make Metal Jacket a free game. But I'm looking at expanding this project. If expenses do get a bit high I'd sell the game for like $1.99 or $4.99 then release a free multiplayer addon.
This has been my longest forum post in history!

lol!
Thanks,
Landman