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Old 05-05-15, 06:58 PM   #16
Sniper297
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No mods in there so far, I'm up to page 15 and every link is a 404. The one post where he mentions a hack in the PPIRadarPS.fx file is a string:

So here's the change (orange is my addition) :

float4 f=tex2D(fadetex,In.Tex0)+tex2D(grid,In.Tex1);


I don't have in mine.


float Fade:register(c0);
float Intensity:register(c1);

sampler map: register(s0);
sampler grid: register(s1);
sampler noise: register(s2);
sampler fadetex: register(s3);

struct PS_IN
{
float2 Tex0 : TEXCOORD0;
float2 Tex1 : TEXCOORD1;
float2 Tex2 : TEXCOORD2;
float2 Tex3 : TEXCOORD3;
};


float4 main( PS_IN In ) : COLOR
{
float gchan;
float bchan;
float mixedchan;
float4 blur = 0;

blur = tex2D(fadetex, In.Tex0);
blur.r = 0;

gchan = blur.g;
bchan = blur.b;

blur.rgb =0;
mixedchan = (gchan+bchan) / 2;
blur.g = mixedchan;

int N = 7;
float R = 0.08;
float Rcolor = 0.005;
blur = tex2D(map, In.Tex0);
float4 color = tex2D(fadetex,In.Tex0);

float4 ret=color;//+blur*0.25;

bchan = ret.b;

ret.g += bchan;
ret.b -= bchan;
ret.rb=pow(ret.g,8);
ret.rgb = ret.grb;
return ret;
}

I assume there's some way to edit this to replace R with G, but it's all Greek to me. I tried the PPIcircles.dds and radar.dds files when I first started looking at this, but one is already green and the other is blue. There's no way to combine blue and green to make red, so the color has to be somewhere in that PPIRadarPS.fx file. The CT*.sim files you mentioned (can't confirm this since all the filefront / rapidshare / whatever links are history) are probably range adjustments or something, if the color change preceded 1.21 it's unlikely to be in anything that wasn't in the first version. I'll look at it anyway;

LightColor = R1, G209, B12

That's for the sonar indicator light, not the radar, but it is the kind of color adjustment that SHOULD HAVE been used for the radar someplace. Why in the world they would use RGB values in sim files for one piece of equipment and C code in a .fx file for another is beyond me, but it looks to me like that's what they did. What the SHControllers.act has to do with anything is a mystery but I'll look at that with a hex editor while I'm at it.
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Old 05-05-15, 11:43 PM   #17
Sniper297
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Still don't understand how this works, but a direct substitution of R for G and G for R in the PPIRadarPS.fx file works;



float Fade:register(c0);
float Intensity:register(c1);

sampler map: register(s0);
sampler grid: register(s1);
sampler noise: register(s2);
sampler fadetex: register(s3);

struct PS_IN
{
float2 Tex0 : TEXCOORD0;
float2 Tex1 : TEXCOORD1;
float2 Tex2 : TEXCOORD2;
float2 Tex3 : TEXCOORD3;
};


float4 main( PS_IN In ) : COLOR
{
float rchan;
float bchan;
float mixedchan;
float4 blur = 0;

blur = tex2D(fadetex, In.Tex0);
blur.g = 0;

rchan = blur.r;
bchan = blur.b;

blur.rgb =0;
mixedchan = (rchan+bchan) / 2;
blur.r = mixedchan;

int N = 7;
float G = 0.08;
float Gcolor = 0.005;
blur = tex2D(map, In.Tex0);
float4 color = tex2D(fadetex,In.Tex0);

float4 ret=color;//+blur*0.25;

bchan = ret.b;

ret.r += bchan;
ret.b -= bchan;
ret.gb=pow(ret.g,8);
ret.rgb = ret.grb;
return ret;
}

Colored letters are what I changed, the color shows what letter was originally there - swap r and g except where it was obvious it shouldn't be swapped. (rgb is the correct order for programming, so grb might throw a wonky into the code, dunno why the ret.rgb = ret.grb string but it didn't look like something that needed to be changed since it was a straight reversal)

And what that gets me is this;



Gonna make a backup of that and see what I can do to tweak it. Rather than fooling around like I did I would suggest just copying the entire code as I pasted it above, unless 1.5 differs from the original that I have.
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Old 05-06-15, 11:54 AM   #18
aanker
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Cool, nice detective work!
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Old 05-06-15, 01:11 PM   #19
Sniper297
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Main problem remaining is the sweep is pink, gotta figure out how to make that green.
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Old 05-06-15, 09:09 PM   #20
TorpX
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Yes, good work.

It's all greek to me.
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Old 05-10-15, 05:05 PM   #21
Sniper297
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Irritations still remaining, in addition to the blasted thing shutting off in high seas and not turning back on automatically when the wave passes over (breaking over the top of the periscope shears on a regular basis? Seriously?) we got the automatic focus. Go to the radar view and it automatically stops sweeping and switches to focus, how to disable that? In the first place that's not how focus works, it would sweep back and forth on a 30 or 60 degree arc, not just stop dead. What I want is to look at the radar display without stopping the sweep, which is impossible because it defaults to stopping the sweep every time I look at it. Gotta be a true/false value in one of these files somewhere.
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Old 05-10-15, 05:33 PM   #22
aanker
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Quote:
Originally Posted by Sniper297 View Post
Irritations still remaining, i.........
What I want is to look at the radar display without stopping the sweep, which is impossible because it defaults to stopping the sweep every time I look at it. Gotta be a true/false value in one of these files somewhere.
If you find it there's a finders fee - I'm buyin' at the Royal Hawaiian. I think it's hard-coded.
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" Bless those who serve beneath the deep,
Through lonely hours their vigil keep.
May peace their mission ever be,
Protect each one we ask of thee.
Bless those at home who wait and pray,
For their return by night and day."

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