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Old 05-23-07, 10:21 AM   #16
ReallyDedPoet
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Outstanding work

RDP
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Old 05-23-07, 10:23 AM   #17
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Old 05-23-07, 10:45 AM   #18
Redwine
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Hi Mraah...

Is posible to move the text "Range XXXX" a little bit down ?

Look at this...

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Old 05-23-07, 11:03 AM   #19
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Simply outstanding work on a much needed fix!!!

Thank you so much ... Skipbo (Jim)
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Old 05-23-07, 12:23 PM   #20
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Quote:
Originally Posted by Redwine
Hi Mraah...

Is posible to move the text "Range XXXX" a little bit down ?

Look at this...

That is nice also! So much to choose from! What do you think Mraah?
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Old 05-23-07, 01:31 PM   #21
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Excellent Work!
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Old 05-23-07, 02:42 PM   #22
Mraah
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Quote:
Originally Posted by DarkShip
Great idea Mraah!

May i suggest to include an Alpha layer in the ppiCircles.dds file to improve transparency.

The beam tail is too dense on the screenshots and masks excessively the circles, imo.

-----------
Just a fast tweak on the dds; here's what I get:



Thanks,
DS
Cool Darkship. How do you add an Alpha layer to the DDS?
Also, you able to compile the DDS to a DXT5 format?
My photoshop locks up with the DDS plugin. I think I'm missing dll files that I can't seem to find.

EDIT : Explain the change please. I'm still kinda a dope on working with Photoshop... believe it or not.
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Old 05-23-07, 02:46 PM   #23
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Rudimentary tut on alpha channels. Hope it helps.
http://www.subsim.com/radioroom/showthread.php?t=112868
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Old 05-23-07, 02:59 PM   #24
Mraah
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Quote:
Originally Posted by Redwine
Hi Mraah...

Is posible to move the text "Range XXXX" a little bit down ?

Look at this...

very nice Redwine! Nice clear bearing text.

I don't think you can move the text. So far the TEXT and SWEEP appear to be linked by a common TEXCOORD in the fx files ... however it's worth an experiment. Look in the RadarVS.fx file .... I don't know, but changing something there might bump the text around maybe?

VS_OUT main(VS_IN In)
{
VS_OUT Out;
//Out.ProjPos=mul(matProj,In.Pos);
Out.ProjPos.x=sign(In.Pos.x);
Out.ProjPos.y=sign(In.Pos.y);
Out.ProjPos.z=1;
Out.ProjPos.w=1;
Out.Tex0=In.Tex0;
Out.Tex1=In.Tex1;
Out.Tex2=In.Tex2+rand.xy;
Out.Tex3=In.Tex3;
// Out.CSPos=Out.ProjPos.xy/Out.ProjPos.w;
return Out;


EDIT : You know, off the top of my head it's probably not able to be moved. As far as I understand I believe there's a source code that builds the sweep and defines the text location. That source code is probably imbedded somewhere.

Last edited by Mraah; 05-23-07 at 03:10 PM.
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Old 05-23-07, 03:07 PM   #25
Mraah
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Quote:
Originally Posted by CaptainCox
Rudimentary tut on alpha channels. Hope it helps.
http://www.subsim.com/radioroom/showthread.php?t=112868
Great!! I'll have a look. thanks.
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Old 05-23-07, 03:27 PM   #26
Mraah
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Quote:
Originally Posted by CaptainCox
Rudimentary tut on alpha channels. Hope it helps.
http://www.subsim.com/radioroom/showthread.php?t=112868

Very helpful, nice tut!!!
Just the reverse of what I did to get the circles out in the open ... doh!!!
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Old 05-23-07, 03:49 PM   #27
Jace11
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a 1024 by 1024 dds works fine as PPI texture btw...
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Old 05-23-07, 03:55 PM   #28
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@ Mraah,

Check MP, please.

Thx

DS
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Old 05-23-07, 03:55 PM   #29
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Quote:
Originally Posted by Mraah
Quote:
Originally Posted by CaptainCox
Rudimentary tut on alpha channels. Hope it helps.
http://www.subsim.com/radioroom/showthread.php?t=112868
Very helpful, nice tut!!!
Just the reverse of what I did to get the circles out in the open ... doh!!!
Are you going to make a new version then?
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Old 05-23-07, 04:04 PM   #30
Redwine
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Quote:
Originally Posted by AVGWarhawk
Quote:
Originally Posted by Mraah
Quote:
Originally Posted by CaptainCox
Rudimentary tut on alpha channels. Hope it helps.
http://www.subsim.com/radioroom/showthread.php?t=112868
Very helpful, nice tut!!!
Just the reverse of what I did to get the circles out in the open ... doh!!!
Are you going to make a new version then?
I made an Aplha channel wich covers all the screen except the rings and numbers but it seems to not impoves anything :hmm::hmm::hmm:
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