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#1 |
Sea Lord
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Does anybody know how to get rid of the Scale lines on the UBoat scopes.
I've managed to get rid of the text, but worried that the scales might be in code ![]() ![]() ![]() Thanks for any help Van |
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#2 |
Silent Hunter
![]() Join Date: Feb 2008
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yes it can be done, post the files for me and I'll modify them sometimes this week.
Keltos ps but if you really wanna help me back find me real proof of how those lines looked on an IJN periscope ![]() |
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#3 | ||
Sea Lord
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![]() Quote:
I've modified the scope skin files, and didn't see it there. I found the text pieces in the menu_1024_768.ini file, but haven't found the scale lines here yet. I've tried editing some marker dds file... no luck yet. ![]() Quote:
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#4 | |||
Silent Hunter
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![]() Quote:
but we have to be sure which one it uses, I modified a german scope but not both I think... it's just drawing with photoshop really but I'm not too good at it. keltos |
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#5 |
Sea Lord
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I've played with all the available 'periscope.dds' files = no luck.
![]() I'll just carry on looking ![]() |
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#6 |
Pacific Aces Dev Team
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The scale is encoded
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One day I will return to sea ... |
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#7 |
Ocean Warrior
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"Enemy submarines are to be called U-Boats. The term submarine is to be reserved for Allied under water vessels. U-Boats are those dastardly villains who sink our ships, while submarines are those gallant and noble craft which sink theirs." Winston Churchill |
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#8 |
Stowaway
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#9 |
Sea Lord
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I've masked that one out in those image files - makes no difference.
What i managed to do in the menu_1024_768.ini file is move the text into the 'masked' top left corner, but when I saw the zoom value indicator change, I sort of knew this was hardcoded ![]() |
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#10 |
Sea Lord
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In the Cameras.dat file, you have only one FOV and zoom section that works on both US and Axis subs. This causes a problem if you want to match the zoom scales/FOV/Bearing indicators to the correct scaling.
One can scale the US scopes by changing the skin files, but cannot do this with the Axis scope because of this hardcoding. Well you might think why not scale both to the Axis sub - and then the Bearing indicator will be out of sync for both scopes. I think the only solution is to overlay the skin file over the hard coded section and hope it fits OK. ![]() Last edited by vanjast; 03-09-09 at 08:24 AM. |
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#11 |
Sea Lord
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Decided to combine the two together, so as not to mess it up too much
![]() Attack scope with minimal night time additions.. Just managed to cover the scales, although not completely ![]() And obsscope.. with sextant thingy ![]() As the UBoat scope is now it should just pass the AOBWheel test... I'll put this up later tonight. ![]() |
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#12 |
Silent Hunter
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how did you do it ? what files did you change and how ?
keltos |
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#13 |
Sea Lord
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The Uboat scaling is very close to mine (or the other way round
![]() I just played with the Alpha and Red layers, and blanked out the Green and Blue. to get the scales to align I took a screen grab (image is the same size) and after adjusting the opacity (to make it see-through), positioned it over the the alpha layer. These are the scope skin DDS files of course.. ![]() |
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#14 | ||
Pacific Aces Dev Team
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In the US periscopes the game doesn't place reticles or whatever, they are in the Alpha Channel of the periscope mask. So you can: 1.- Increase the FOV like I suggested (Angularvalue=47) and use the mask to hide the reticle in the german scope 2.- Make a bigger mask for the US scope, effectively still using all field of view.
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#15 |
Sea Lord
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From what I remember ( I must check again), when I started this scheme, is that when playing with the zoom factors, you could misalign the bearing indicator at the top of the scope, so I set the zoom factors to match the bearing indicator, then set the gradations on the scope skin masks/layers.
This was the reason why I avoided going the larger FOV mask route ![]() |
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