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Old 01-19-2009, 02:28 PM   #16
Hunter
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It is fantastic!
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Old 01-19-2009, 03:55 PM   #17
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This is fantastic news.... Well done Rubini.
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Old 01-19-2009, 06:08 PM   #18
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Quote:
Reece, I just ried to adjust the uzo view and it´s button until now. But ye will be possible make a search, copy and paste on the non 3d gauges and scales...i myself also have a heavy modded menu_1024, so I also needed to work on mine.

My idea is make a basic one for GWX 3.0 for example, then we will learn all the tricks and then will be more easy to adjust any other non 3D gauges.
Thanks Rubini, I haven't got my widescreen yet, it was funny that this thread popped up when it did, see post #30: http://www.subsim.com/radioroom/show...=146707&page=2
If nothing has happened regarding this mod when my monitor arives I will PM you, I'm a little rusty with the menu ini file but persistent & could give it a go!
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Old 01-19-2009, 06:14 PM   #19
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Sua mulher vai te matar!

Minha viagem começa em 15 dias...
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Old 01-19-2009, 06:17 PM   #20
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Great work! As for the menu file, I fear the dials will be a problem. FYI you can "squash" the dial backrounds easily, but if you squash the needles it won't work because the squashing is done before the rotating i.e. whatever shape you make the needle, it will still describe an oval shape when it rotates. But everything else in the menu file can be squashed into shape.
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Old 01-19-2009, 07:41 PM   #21
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Good news !


Quote:
but I guess that the 16x9 is most common one, no?
I think you mean 16x10 :hmm: My 1680x1050 resolution is a 16/10, i think.



Hi OLC, nice to see you there
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Old 01-20-2009, 06:32 AM   #22
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I will reply all last posts in one:

Reece:
Thanks mate! Your help will be welcome!

PT:
How are you mate? Let's talk on live today at night...

OLC:
Thanks for the tip mate. And please...can you join this project? ...i guess that you have all the necessary knowledge to run over this. If you have the time and disposition, please contact me and we can start the project ASAP! And I yet have hope that we can find a way to adjust also the needles correctly...

Marko:
I use a Sony 26 WS TV Monitor, 1360/768, (16/9) or aspect rate 1,77 which is the new media industry standard aspect ratio for HDTV (1920/1080) and PC monitors. Then all we you have one in this aspect ratio (1,77) in short near future if yet don't have. Also even your monitor having a 16/10, probably it's physic format is in 16/9.

Also as a last minute info on the WS mod: the event camera aspect ratio is really hardcoded...so even if we adjust all others things the event camera will remains streched. It's a downside, but it's also just marginal. What you think guys?:hmm:
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Old 01-20-2009, 12:22 PM   #23
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Viagem

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Originally Posted by Philipp_Thomsen
Sua mulher vai te matar!

Minha viagem começa em 15 dias...
This means our friend Philipp will go for “ever” in 15 days.

A big loss for the community...

But is just a game, and the life is out of the screen. . .
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Old 01-20-2009, 03:57 PM   #24
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Quote:
Originally Posted by Rubini
Quote:
Originally Posted by Wolfehunter
Now this is a gem! Must have.
Hi mate!
Do you know a good TGA man? Will be need to adjust all static (intros) TGAs, UZO/Periscopes/Binocular, nav map and others masks and finally the non 3d dials, pointers, etc. Please someone!
To be honest I never touched the Mainmenu UI's yet.

Venatore and JCWolf come to mind. I could take a peak at it. Just send me the files and tell me what you need done.

I'll try to help.
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Old 01-20-2009, 05:10 PM   #25
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Wow, I'm ready for this mod! My damn 1440x900 screen res. is a PITA when it comes to enjoying SH3!!
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Old 01-21-2009, 12:21 AM   #26
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Default info update

A later update:

After more extensive tests, i guess that now I know all it´s greats and limitations:
I finished one entire campaign patrol with the WScreen mod enabled without any problem. The visual is really terrific.

A. Already done and working correctly:
1. All 3d views controlled by the player are totally adjusted - object view, free view, all station views, all internal views, internal free views.
2. Internal fore view for Type IIA/D that is not in the cameras.dat

B. The unfixable downsides:
1. event cameras yet streched, seems hardcoded
2. Sun halo only appears at the very left of the screen, a stock problematic bug with DX 10 cards that also reappears on the WS mod, no way to solve it without losing the widescreen mode.

C. The fixable issues - tons of specific work - (in near future with the help of the community):
1. to a complete Wscreen game all tgas related to 2d images that appears in game screens (intro, office, campaign options, uzo mask, bino mask, etc) and also all dials and buttons (TDC, icons, dials, needles, etc) need to be adjusted
2. the menu_1024 will also needs position adjusts for these buttons, needles, bearings, etc.
3. fonts aspect ratio adjust
4. Specific adjusts on the UZO/Bino/Periscope views to adjust the aspect ratio too - already tested and working, just waiting for the new masks.

Notice that the mod already works well even without this extensive future work decribed at item "C".

I will release a pre beta, GWX2.1/3.0 compatible tomorrow, ready out of the box on the cameras view side as explained above, you can enable it at any point in a campaign game without any problem.
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Last edited by Rubini; 01-21-2009 at 12:37 AM.
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Old 01-21-2009, 12:25 AM   #27
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Quote:
Originally Posted by Wolfehunter
Quote:
Originally Posted by Rubini
Quote:
Originally Posted by Wolfehunter
Now this is a gem! Must have.
Hi mate!
Do you know a good TGA man? Will be need to adjust all static (intros) TGAs, UZO/Periscopes/Binocular, nav map and others masks and finally the non 3d dials, pointers, etc. Please someone!
To be honest I never touched the Mainmenu UI's yet.

Venatore and JCWolf come to mind. I could take a peak at it. Just send me the files and tell me what you need done.

I'll try to help.
Thanks mate. I guess that you will help a lot. Tomorrow I will release a pre beta and some directions. Then you will see it in action by yourself and will understand better what we need. We can start talking about after you run it a bit.
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Old 01-21-2009, 02:26 AM   #28
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Default Ok???

Ahoy folks

Now I read these post a couple of days , and I enjoying it a lot .
I use a regular 19' screen , res 1280 x 1024 .
Can I use this mod to get the graphics look better :hmm:
I use the Danlisa res fix with those batch files .
Again will the GWX 3 look better if I use this mod :hmm: :p
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Old 01-21-2009, 03:32 AM   #29
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@ Rubini, has a fix ever been found for the cursor that dissapears by the amount greater than 1024 x 768 (hope you know what I mean).
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Old 01-21-2009, 03:51 AM   #30
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Quote:
Originally Posted by Rubini
Quote:
Originally Posted by Wolfehunter
Quote:
Originally Posted by Rubini
Quote:
Originally Posted by Wolfehunter
Now this is a gem! Must have.
Hi mate!
Do you know a good TGA man? Will be need to adjust all static (intros) TGAs, UZO/Periscopes/Binocular, nav map and others masks and finally the non 3d dials, pointers, etc. Please someone!
To be honest I never touched the Mainmenu UI's yet.

Venatore and JCWolf come to mind. I could take a peak at it. Just send me the files and tell me what you need done.

I'll try to help.
Thanks mate. I guess that you will help a lot. Tomorrow I will release a pre beta and some directions. Then you will see it in action by yourself and will understand better what we need. We can start talking about after you run it a bit.
A good program that gives you details about your vid card is called GPU Caps Viewer.

www.oZone.3D.net

Its free and has some good benchmark tests on it.

Example my rigs vid card specs.

Render: Nvidia GeForce GTX 280
GPU: GT200
Memory Size 1024Mb
Num GPU's: 1
Display Mode: 1680x1050@60Hz-32bpp
OpenGL 2.1
TUs/ROPs 80/32
Shader Processors 240 Unified
DirectX 10.0
PhysX Drivers Version 81013

So-on

This can help you set standards and know the limitations of what your asking for.

I'll test your work when its available dude.

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