View Full Version : [REL] Periscope Telemeter Lenses, 32 dgr Field and 8 dgr Field for SH4
CaptainCox
03-31-07, 10:51 AM
http://i10.photobucket.com/albums/a138/CaptainCox/SUBSIGUScopy.png
Periscope Telemeter Lenses, 32 dgr Field and 8 dgr Field for SH4
Made by
Captain Cox
Based on the "Submarine Periscope Manual, Navpers 16165"
http://www.maritime.org/fleetsub/pscope/index.htm
Install using JSGME
http://www.users.on.net/~jscones/software/products.html
Have fun Torpedoing now!
http://i10.photobucket.com/albums/a138/CaptainCox/fig4-85.jpg
http://i10.photobucket.com/albums/a138/CaptainCox/TELE32dgr.jpg
http://i10.photobucket.com/albums/a138/CaptainCox/fig4-78.jpg
http://i10.photobucket.com/albums/a138/CaptainCox/TELE8dgr.jpg
http://i10.photobucket.com/albums/a138/CaptainCox/RUBBER.jpg
EDIT: Tweaked the Rubber Rim so it looks a bit more 3D
DOWNLOAD LINK :
Periscope Telemeter Lens 32 dgr Field
http://files.filefront.com/TELEMETER_LENS_32_DGR_SH4rar/;7089631;/fileinfo.html (http://files.filefront.com/TELEMETER_LENS_32_DGR_SH4rar/;7089631;/fileinfo.html)
With Tweaked Rubber Rim
http://files.filefront.com/TELEMETER_LENS_32_DGR_SH41rar/;7090165;/fileinfo.html (http://files.filefront.com/TELEMETER_LENS_32_DGR_SH41rar/;7090165;/fileinfo.html)
Periscope Telemeter Lenses 8 dgr Field
http://files.filefront.com/TELEMETER_LENS_8_DGR_SH4_Drar/;7092205;/fileinfo.html (http://files.filefront.com/TELEMETER_LENS_8_DGR_SH4_Drar/;7092205;/fileinfo.html) (http://files.filefront.com/TELEMETER_LENS_8_DGR_SH4rar/;7089620;/fileinfo.html)
With Tweaked Rubber Rim
http://files.filefront.com/TELEMETER_LENS_8_DGR_SH4_Mrar/;7092227;/fileinfo.html (http://files.filefront.com/TELEMETER_LENS_8_DGR_SH4_Mrar/;7092227;/fileinfo.html) (http://files.filefront.com/TELEMETER_LENS_8_DGR_SH4_1rar/;7090163;/fileinfo.html)
Great! Thank you very much; very cool.:D
CaptainCox
03-31-07, 11:30 AM
Uploaded a version with a more 3D feeling of the binocular "rubber rim"
I prefer it personally to the plain black. But added that as an alternative upload in case ppl don't like it.
tedhealy
03-31-07, 11:38 AM
Downloading now, many thanks for the mod:up:
Mush Martin
03-31-07, 03:26 PM
Totally worthy mod Coxy well done:up:
DeePsix501
03-31-07, 03:34 PM
Another Captain Cox Classic!
Do you know which version was used on which class of sub?
CaptainCox
03-31-07, 03:50 PM
I noticed some...lets call it "residue" due to working in Photoshop (erasing left some traces close to some of the markings, almost not spottable) on the "8 dgr" version. Will clean that up and upload again. Sorry guys no one is perfect :p
Noticed it while playing here.
CaptainCox
03-31-07, 04:18 PM
OK, I think not many ppl noticed that "residue" but its all fixed and uploaded again!
You can see the "flaw" if you look at the sun and move the scope a bit left and right...its barely noticeable but) but its fixed now, don't want to release stuff that ain't optimized, we always get there in the end hey ;)
Sailor Steve
03-31-07, 04:23 PM
Awesome, dude!
Oops!
I mean...
23 skidoo!
akdavis
03-31-07, 04:30 PM
Are these two different optics, or just two different markings depending on magnification level? Both for the the attack periscope?
CaptainCox
03-31-07, 04:31 PM
Another Captain Cox Classic!
Do you know which version was used on which class of sub?
Are these two different optics, or just two different markings depending on magnification level? Both for the the attack periscope?
Just back read this thread and realized you had a question. I am no "real" Navy guy, just a WWII and History FREAAAAAAK!!!! I think, and I stress "think" here, that the 2 lenses are for different zoom levels on the real scope. As the game don't allow you to have 2 different "overlays" for the zoom levels we can only use one for all... as to what each "SUB" type used...hm, I would guess that as this stuff had some major development and man hours in terms of engineering behind it, I would presume that the scope "graphics" looked pretty much the same in all types, basically using the same "lenses" but this is only me speculating now.
Sailor Steve
03-31-07, 05:16 PM
Well they're all lovely, and we're all hoping that it works out somehow.
DeePsix501
03-31-07, 05:24 PM
I figured that one would be for attack and one for observation but that's just my guess as well. Regardless I have them both along with all the rest of your mods :up:
Wow...looks great sir. :up:
Downloading all of them. :)
Mast
GreyOctober
03-31-07, 06:16 PM
Something new every ...hour! :up: :up: Very nice indeed thanks!
Grey
clayton
03-31-07, 09:41 PM
Another Captain Cox Classic!
Do you know which version was used on which class of sub?
Are these two different optics, or just two different markings depending on magnification level? Both for the the attack periscope?
Just back read this thread and realized you had a question. I am no "real" Navy guy, just a WWII and History FREAAAAAAK!!!! I think, and I stress "think" here, that the 2 lenses are for different zoom levels on the real scope. As the game don't allow you to have 2 different "overlays" for the zoom levels we can only use one for all... as to what each "SUB" type used...hm, I would guess that as this stuff had some major development and man hours in terms of engineering behind it, I would presume that the scope "graphics" looked pretty much the same in all types, basically using the same "lenses" but this is only me speculating now.
I agree with the different zoom levels. I did a search of every periscope image from a fleet boat on the net and every camera shot of a ship looked like it was through the high power version. Makes perfect sense -- Gotta get that 'confirmed' :D I noticed that the high power version states 8 degree fov. Did you change that or our you just using the image? Thanks, and I will be using it... :up:
CaptainCox
04-01-07, 12:36 AM
Well I used the pictures in that manual as an image for the MOD, but its not a copy paste job, if that is what you mean. Its not a very difficult thing to do as it just involves adding some lines like in the 8 dgr version or in the 32dgr version a circle. Although you have to zoom in pretty darn close in Photoshop to get them precise :p
EDIT: still early here in Deutschland and I think I miss read your post "clayton"
It is called 8dgr on that illustration and i simply used that as a name. No dgr was added as such, as this is just an overlay and the game does the zooming and stuff, I guess one could tweak that as well but that would almost be a cheat then, i mean if you increased the zoom level.
clayton
04-01-07, 12:43 AM
Well I used the pictures in that manual as an image for the MOD, but its not a copy paste job, if that is what you mean. Its not a very difficult thing to do as it just involves adding some lines like in the 8 dgr version or in the 32dgr version a circle. Although you have to zoom in pretty darn close in Photoshop to get them precise :p
No, no not implying that at all. I was just unsure which one I was going to get. So, I did some research and decided that the 8 fov was the one for me. You do great work! So, when I download and use it, I will see that image in both zooms, correct? Looking forward to it!
CaptainCox
04-01-07, 12:45 AM
Yep that is correct, the game don't allow you to have to 2 overlays, so you have to chose here which one to install ;) Have fun man!
jimimadrid
04-01-07, 03:59 AM
CaptainCox, is it possible to make all the lines dark grey instead of black. This will have the effect that during the night the lines would be brighter than the background and therefore more visible. It would be worth trying how dark grey they shuold be. I try it by myself but i get problems with the alpha shading of the background.
regards
jimimadrid
CaptainCox
04-01-07, 04:06 AM
Hm, I guess I could play around with it in the afternoon here...just finished the 360 DBP 1.3 and to be honest i am a bit fed up with PS CS3 at the mo :p
But I could look at it in some hours.
Von Hinten
04-03-07, 05:50 AM
This looks very nice, thanks a lot! Maybe this will finally improve my aim a bit ... ;)
Hm, I guess I could play around with it in the afternoon here...just finished the 360 DBP 1.3 and to be honest i am a bit fed up with PS CS3 at the mo :p
But I could look at it in some hours.
i thought i'd help you out a bit - take a look (http://putstuff.putfile.com/73393/2949179) :)
i kept as much stuff modifiable(sp??) as possible so you can adjust in any way you like.
(http://putstuff.putfile.com/73393/2949179)
CaptainCox
04-27-07, 06:56 AM
Cheers man. At work now so I can't run it in the game. Had a look in PS and looks really nice. I was thinking to maybe do a release of a new scope set based on the findings by "Kataki", " Chrall" and "panthercules"
http://www.subsim.com/radioroom/showthread.php?t=113285
I would like to include your layer in that if its OK with you?
Cheers man. At work now so I can't run it in the game. Had a look in PS and looks really nice. I was thinking to maybe do a release of a new scope set based on the findings by "Kataki", " Chrall" and "panthercules"
http://www.subsim.com/radioroom/showthread.php?t=113285
I would like to include your layer in that if its OK with you?
sure, thats why i gave it to you ;)
to reduce the brightness simply change the move the color of the base layer towards black. increase the scratches by increasing the associated layers opacity etc... i kept it layered for exactly that reason.
ingame pics:
day:
http://img153.imageshack.us/img153/517/newlens1df4.th.jpg (http://img153.imageshack.us/my.php?image=newlens1df4.jpg)
night:
http://img257.imageshack.us/img257/9128/newlens3ee8.th.jpg (http://img257.imageshack.us/my.php?image=newlens3ee8.jpg)
and there is a little problem when the periscope is being raised/lowered:
http://img257.imageshack.us/img257/6954/newlens2fq2.th.jpg (http://img257.imageshack.us/my.php?image=newlens2fq2.jpg)
has nothing to do with the lens texture though... it seems the devs put in some kind of overlay to obscure the view when the periscope is lowered but it's not large enough to cover it entirely when it's been enlarged like this. any suggestions?
CaptainCox
04-27-07, 08:17 AM
Cheers man :up: I will try to do something when back home.
Same goes for that black mask...have to look at it when home.
Maybe check around [G2B I136] in the menu ini if there is something that resembles that black mask or simply try to look through the Menu/Gui for something that looks like that.
CaptainCox
04-27-07, 11:28 AM
Just home, but have to rush out in a bit :(...The only things I found that could resemble that "Black faded" mask are
[G2B I143]
Name=Cover
[G2B I144]
Name=Bottom cover
Mat 0=data/menu/gui/fade.tga
[G2B I145]
Name=Top cover
Mat 0=data/menu/gui/fade.tga
But changing the size of these don't seem to have any effect (did this quick so might have missed something) I also looked for some .dds's that resembles that black fading and found that fade.tga is really small and pixeled and could not really look that smooth in game as that mask does...that's about as far as i got. Have to dash but might pick it up late tonight or 1st thing in the morn.
i found the menu elements that control this.
replace the corresponding part with this:
[G26 I144]
Name=Cover
Type=1026;Menu group
ItemID=0x26140000
ParentID=0x26000000
;Pos=217,59,590,885
Pos=0,59,1024,885
;Zone= 217 827 590 885 2 1 0x26060000 0.5 -0.5 0x26140000 -0.5 0.5 0 0
Zone= 0 827 1024 885 2 1 0x26060000 0.5 -0.5 0x26140000 -0.5 0.5 0 0
Color=0xFFFFFFFF
[G26 I145]
Name=Bottom cover
Type=1030;Static bmp
ItemID=0x26140001
ParentID=0x26140000
;Pos=0,-294,590,590
Pos=0,-294,1024,590
;Zone= 217 533 590 590 2 1 0x26140000 0 -0.332203 0x26140001 0 0 0 0
Zone= 0 533 1024 590 2 1 0x26140000 0 -0.332203 0x26140001 0 0 0 0
Color=0xFF
Materials=1
Display=2;Linear
Mat 0=data/menu/gui/fade.tga
Crop 0=0,0.75,1,0.125
MatFlags=0x9
TexFmt=0x0
[G26 I146]
Name=Top cover
Type=1030;Static bmp
ItemID=0x26140002
ParentID=0x26140000
;Pos=0,1,590,295
Pos=0,1,1024,295
;Zone= 217 828 590 295 2 1 0x26140000 0 0.00112994 0x26140002 0 0 0 0
Zone= 0 828 1024 295 2 1 0x26140000 0 0.00112994 0x26140002 0 0 0 0
Color=0xFF
Materials=1
Display=2;Linear
Mat 0=data/menu/gui/fade.tga
Crop 0=0,0.125,1,0.625
MatFlags=0x9
TexFmt=0x0
i dunno, there's still a very slight transparent part at the top of the scope when it's completely down... could be something that has been there all along idk :/
now with the larger pictute picture i'm gonna see if i can somehow resize the heading scale at the top to be more readable :)
CaptainCox
04-27-07, 11:50 PM
Super man!:know: You are a true gem!
Just woke up here will start after breakfast. Actually why don't you also do some scopes and release? Your PS skills seems pretty hardcore judging from the stuff you sent me. Actually the diffusion masks and stuff is almost beyond me (and I use PS every day at work, but i never really use Alphas and stuff)
If you want to use something based on my graphics please do!
Anyway will try some stuff here and also play with the zoom levels (if possible)
CaptainCox
04-28-07, 12:56 AM
Now this is weird! I simply copied and pasted your code block and even tried the same on the Observation Scope (so I have it set to
1024 885-1024 590 -1024 295) on both scopes and I still get this.
Even tried with 2000 instead of 1024, still same...
http://i10.photobucket.com/albums/a138/CaptainCox/scop.jpg
Will fiddle some more...
CaptainCox
04-28-07, 01:25 AM
Ignore previous post got it!, must have done something in JSGME ( I always use that when testing stuff ) Ok off to look at some zoom stuff.
My God it's full of stars!
CaptainCox
04-28-07, 01:51 AM
:rotfl: :D :D :D YUR RIGHT!!!! never thought about that!!!! brilliant Man!:rotfl:
kiwi_2005
04-28-07, 02:06 AM
Just beautiful! :up:
CaptainCox
04-28-07, 02:56 AM
OK had a serious look at the Camera.dat. There is clear values for the "zoom levels" but I cant really pin point the HEX for it.
If someone with a bit of experience with hex editing could look at it maybe.
Its a "TweakFile" script in progress so nothing fancy.
http://files.filefront.com/Cameras_datsimrar/;7366554;/fileinfo.html
Keep getting the value "4" but that can't be right or?
The value showing in that script is 128 and is of course wrong, forgot to change it...but anyway.
My God it's full of stars!
I don't get it :-? :oops:
Actually why don't you also do some scopes and release? Your PS skills seems pretty hardcore judging from the stuff you sent me. Actually the diffusion masks and stuff is almost beyond me (and I use PS every day at work, but i never really use Alphas and stuff)
If you want to use something based on my graphics please do!
If i get to that point i can do that, thanks. right now there are still a few thing i'd like to fix.
no hardcore ps skills though ;) diffuse means a simple "color" texture (i just didn't know what else to call it). alpha means transparancy, normal means bump etc... (of course the last one isn't used here ;) )
To make use of the alphas simply select the parts you want to include, reduce to a single layer (or stamp) and copy. create a new channel in the channel palette and paste.
i just got up but i'll continue my work today.
CaptainCox
04-28-07, 03:51 AM
My God it's full of stars!
I don't get it :-? :oops:
Actually why don't you also do some scopes and release? Your PS skills seems pretty hardcore judging from the stuff you sent me. Actually the diffusion masks and stuff is almost beyond me (and I use PS every day at work, but i never really use Alphas and stuff)
If you want to use something based on my graphics please do!
If i get to that point i can do that, thanks. right now there are still a few thing i'd like to fix.
no hardcore ps skills though ;) diffuse means a simple "color" texture (i just didn't know what else to call it). alpha means transparancy, normal means bump etc... (of course the last one isn't used here ;) )
To make use of the alphas simply select the parts you want to include, reduce to a single layer (or stamp) and copy. create a new channel in the channel palette and paste.
i just got up but i'll continue my work today.
Morning man:sunny:
Actually struggling a bit in PS at the mo... Maybe if I did the clear scope and you could do the scratchy one? I am getting the hang of the diffuse stuff, but as it is your ORIGNAL work I would feel better if you released that in person, or we do a combined release or something. Another nice feature for this would be to lock the Observation Scope to 1 zoom level only or at least have that as an option as a script or something. Are you good with HEX ? (read my post further up)
As to the "My God, it's full of stars" ;) its from the movie 2001 (Stanley Stanley Kubrick) refering to the "Monolith" in the film...seen it? if not DO!!!
Look familiar :p
http://i10.photobucket.com/albums/a138/CaptainCox/artifacts.gif
EDIT: as to the fading of the "Monolith" (mask) just size it upwards a bit in the script, same as you did with the width.
Maybe if I did the clear scope and you could do the scratchy one? I am getting the hang of the diffuse stuff, but as it is your ORIGNAL work I would feel better if you released that in person, or we do a combined release or something.
that sounds good, too. best way would be for you to finish the outer mask first and then send it to me so i can add the other stuff. once we have the visuals down we'll look at the other stuff as its dependant on that methinks.
Are you good with HEX ?
i dunno, never tried it :D
As to the "My God, it's full of stars" ;) its from the movie 2001 (Stanley Stanley Kubrick) refering to the "Monolith" in the film...seen it? if not DO!!!
Will do, thanks for the tip :up:
Greeting from Dresden btw :)
CaptainCox
04-28-07, 04:17 AM
Have a technical question regarding PS. How do you merge "Alpha Channels" cant seem to do it, or i am not doing it right (most likely :p )
Have a technical question regarding PS. How do you merge "Alpha Channels" cant seem to do it, or i am not doing it right (most likely :p )
- make sure only the parts you want are visible, toggle off everything else.
- select all the wanted layers (or simply select the folder)
- press CTRL+ALT+E and a new merged layer should appear
- copy paste that layer as a new channel
CaptainCox
04-28-07, 04:25 AM
that sounds good, too. best way would be for you to finish the outer mask first and then send it to me so i can add the other stuff. once we have the visuals down we'll look at the other stuff as its dependant on that methinks.
Well basically i personally would like to simply use the "Kollmorgen" 8dgr for the Attack Scope and the "Kollmorgen" 32dgr for the Observation Scope
Maybe only using the "inner ring with the Kollmorgen Logo" for the Observation Scope, and the one with the rubber gasket for the Attack Scope.
Now I saw you mentioned to make the actual apertures a bit bigger for both scopes, good idea!. But i am not sure as to how to simulate the narrower field of view for the 8dgr Attack Scope in that case. Whats your thinking on that?
that sounds good, too. best way would be for you to finish the outer mask first and then send it to me so i can add the other stuff. once we have the visuals down we'll look at the other stuff as its dependant on that methinks.
Well basically i personally would like to simply use the "Kollmorgen" 8dgr for the Attack Scope and the "Kollmorgen" 32dgr for the Observation Scope
Maybe only using the "inner ring with the Kollmorgen Logo" for the Observation Scope, and the one with the rubber gasket for the Attack Scope.
Now I saw you mentioned to make the actual apertures a bit bigger for both scopes, good idea!. But i am not sure as to how to simulate the narrower field of view for the 8dgr Attack Scope in that case. Whats your thinking on that?
well... it was you who mentioned tinkering with the zoom factors so i just picked that up - more research is required of course ;)
there are a lot of talented people around here and someone is bound to find out how to do this...
CaptainCox
04-28-07, 04:44 AM
Ok I tell you what, i will dig deeper in to the HEX stuff for the time being. Its something I want to learn anyway. Need a huge pot of coffee and a lot of patience i guess, like with anything ;)
Just to go back to my Alpha Channel prob.
Tried CTRL+ALT+E
But nothing... Look here.
http://i10.photobucket.com/albums/a138/CaptainCox/ALPHA.jpg
As you see the "Merge Channels" is grayed out. I guess i am doing this wrong AGAIN!
Could be that i am trying to save this as a .DDS it wont allow multiple channels.
just made myself a coffee as you were typing it :D
i see your problem: what i said applied to regular layers, not channels. why do you have TWO alpha channels to begin with?
anyway - to merge them, i'd simply copy&paste each of them into a regular layer, merge those and then put the result back in as a channel ;) but you shouldn't have two alpha channels to begin with :doh:
it's not clear in the image, but is one of those alpha channels colored???? how did you get that to happen (if that's the case)? alpha channels should be grayscale only with black beign completely transparent and white completely opaque (sp?).
had a little more fun with ps:
step1:
http://img247.imageshack.us/img247/3232/step0000layercomp1fp8.th.jpg (http://img247.imageshack.us/my.php?image=step0000layercomp1fp8.jpg)
step2:
http://img242.imageshack.us/img242/223/step0001layercomp2bz7.th.jpg (http://img242.imageshack.us/my.php?image=step0001layercomp2bz7.jpg)
step3:
http://img242.imageshack.us/img242/5262/step0002layercomp3er9.th.jpg (http://img242.imageshack.us/my.php?image=step0002layercomp3er9.jpg)
step4:
http://img242.imageshack.us/img242/8343/step0003layercomp4id5.th.jpg (http://img242.imageshack.us/my.php?image=step0003layercomp4id5.jpg)
:D
CaptainCox
04-28-07, 05:17 AM
LOL yea i know. I was trying to use your "Scratch Layer" and merge it with my "Graphics" layer....I think I will leave it up to you for now. Have to reinstall here. Fuked up my Camera.dat...did not do a back up before :p
CaptainCox
04-28-07, 05:44 AM
Hmmm, i think this is that VISTA BUG AGAIN! Reinstalled the game but the values in the Cameras.dat is still the same as when i fuked up!
Could some one load the tweak file in to the MiniTweaker and just tell me what values they get (screen shot will do just fine) Cause otherwise I have to do a complete reinstall using a Acronis image of the C: drive. That's also OK but takes a good 45 min.
LINK TO: CAMERAS.DAT
http://files.filefront.com/Cameras_datsimrar/;7366554;/fileinfo.html
EDIT: Cheers! for that tut "l3th4l" just saw it now, did not scroll up before
hehe while you're at it - do yourself a favor and dump that vista crap :D
here you go:
http://img242.imageshack.us/img242/4985/minitweakervc3.jpg (http://imageshack.us)
default Cameras.dat (http://putstuff.putfile.com/73770/6385539)
CaptainCox
04-28-07, 05:51 AM
http://i10.photobucket.com/albums/a138/CaptainCox/sign.png
EDIT!!! got it, had to delete a "INVISIBLE" file called "Camera Copy.Dat"...Well that's VISTA for ya :p
EDITII: Just saw that you edited your post...cheers!, at least confirms that my values after deleting the copy file.
lol - i dunno if you read the magazine "C't" ? they had a funny little cartoon about vista in the last issue. don't have a camera ATM or i would post it here.
CaptainCox
04-28-07, 07:16 AM
No have not read that...but can imagine :p
Been looking at that hex for zoom levels for 1h now. Its a bit weird because don't matter what values i put in, it wont effect the ingame zoom at all!.
What I did was searching for the function and then the 1st byte of data after that function, for example.
search,MinZoom,2,byte,+4,MinZoom
Means: search for the 2nd occurrence of the word "MinZoom", start 4 bytes after MinZoom.
Tried to search for 5 byte (+5) etc etc.
I also tried "single" "double" etc etc. but as I said nothing really have any effect in game. I am probably doing it wrong like always when trying something new.
http://i10.photobucket.com/albums/a138/CaptainCox/hex.jpg
This example would be:
search,MinZoom,2,byte,+4,MinZoom
i guess :oops:
i've had some success in increasing the size of the heading scale :)
http://img82.imageshack.us/img82/2234/sh4img2842007143523859vh0.th.jpg (http://img82.imageshack.us/my.php?image=sh4img2842007143523859vh0.jpg)
i've sized up the image as well but i'm going to replace it with something sharper soon.
as for the zoom - i consider that a bonus. if it doesn't work it won't impact the game greatly imo as the difference from 8 to 9 degrees is not that great. but don't give up yet :)
CaptainCox
04-28-07, 07:59 AM
I got it :lol: i was counting it wrong. You have to start counting at the 2nd letter of the word. So...
http://i10.photobucket.com/albums/a138/CaptainCox/hex.jpg
Back to this example again.
I did like this in my previous post.
search,MinZoom,2,byte,+4,MinZoom
should be
search,MinZoom,2,byte,+12,MinZoom
You start counting at the "i" in "MinZoom"
And using the "Data Inspector" in the hex editor i found that the only reasonable value was the in the 12th byte...
Looks good that man:up:
But you think you can raise it up a bit?
What would you think would be the zoom setting for the Observation Scope?
Just freeze it at the 1st stock level or simply reduce the 2nd step?
The stock game has a slight difference between the 2 scopes, but i wonder if its realistic. Dam I wish we had a US boat here one could go an look at. Will go to "Laboe" in July to check the U-995 VIIC there.
EDIT: there is one weird thing though. There is a value for "ZoomLevels" one would expect a hex holding a value of 2 or something, but there is not one hex in that whole block that holds anything close to that. I found 4 but that looks like some other stuff.
New and (hopefully) improved Heading Scale:
http://img294.imageshack.us/img294/6591/newheadingiz7.th.jpg (http://img294.imageshack.us/my.php?image=newheadingiz7.jpg)
i'm going to try and rais it a bit more and adjust it's size accordingly. As for the observation scope - idk. maybe someone knowledgeble will chime in here and tell us the historically accurate zoom levels :hmm:
For now, i'd go with a zoom level slightly less than the attack scope zoomed out and freeze it there. imo you should be able to get a good look around in the observation scope, better than in the attack scope, but not be able to zoom. but as i said, if that is not accurate then change it to something that is :)
kakemann
04-28-07, 09:11 AM
Woow! Love your work! This one is good!
CaptainCox
04-28-07, 09:35 AM
Hmmm, stuck again :damn: .
I can freeze the Obs scope alright but I cant for the love of God not set the zoom to a value I like.
Its weird as there is a "single" byte in Min that holds 1 and a "single" in Max holding 10...looks perfect no? but changing those wont do a darn thing.
The one that freezes the zoom is a "byte" but when i change the value in the max the screen goes green completely...think i read about something similar somewhere...will look. This should just work. I guess its not totally important, but I hate to leave stuff undone.
In any case you should release the scopes when done, and we can fiddle with the zoom later. I will keep digging but.
Thanks Captain Cox. I'll be adding the 8mm one to RFB as it's perfect for inclusion in any realism mod - great work.
By the way, on the zoom levels, the data you'll want to adjust in Cameras.dat is probably the 'AngularAngle' figure - this seems to adjust the field of view (which is what zooming in effect does).
http://img135.imageshack.us/img135/7632/newheading2id3.th.jpg (http://img135.imageshack.us/my.php?image=newheading2id3.jpg)
high enough? it slightly touches the message log window in my resolution and setup so i stopped there. very confusing to move though - seems to go against everything outlined in the menu.ini tutorial posted here :doh:
you might also notice that i appied a gradient along the top and made the whole thing slightly more transparent to have it blend in better... tell me what you think.
In any case you should release the scopes when done, and we can fiddle with the zoom later. I will keep digging but. ok, but i think i have an outdated version of your scopes... the one i see you use has text on the left rubber border and mine hasn't. could you please point me to the latest version of the scopes so i can include that?
CaptainCox
04-28-07, 09:55 AM
Cheers at the hint there Berry, gave me new wind in the back here :lol:
@l3th4l looks good, but a tad to big...for me :oops:
@l3th4l looks good, but a tad to big...for me :oops:
please be more specific - what is too big? the dimensions? vertically, horizontally? both? just the numbers? I'm always open to suggestions :)
edit: or are you talking about the lens itself?
CaptainCox
04-28-07, 10:06 AM
@l3th4l looks good, but a tad to big...for me :oops:
please be more specific - what is too big? the dimensions? vertically, horizontally? both? just the numbers? I'm always open to suggestions :)
edit: or are you talking about the lens itself?
Just the numbers looks a tad big, maybe its couse i am not used to it. I guess as the whole apeture is bigger maybe its ok.
CaptainCox
04-28-07, 10:53 AM
Tried with "AngularAngle" but :(...I think i will take a break (normally 15 min as I can't keep my fingers away) Maybe a different approach...I will try with Tsearch as you can search for values "changed" "increased" etc as you do stuff in game. That's what we used to use back in the ol hacking days :p
Again, I am sort a doing this now in rage :p as I hate to leave stuff unsolved. And i am sure the solution is super simple like always, just did not look in the right direction.
I wish you best of luck :) before you go:
i'm currently redoing the scopes; mainly reducing the one i have in size slightly for the observation scope and a bit more for the attack scope. they will still be larger than the default one though.
what i'm unsure about is which lines to show on the observation scope and which on the attack scope. i think i'll leave the crosshair on both, and the center lines only on the attack scope. unsure about the horizontal and vertical scales... on the attack scope - yes. but idk if i should keep the observation scope cleaner... it IS just for observation of course and the view should be as clear as possible... maybe leave the scales out but put the center circle in?
what do you think?
CaptainCox
04-28-07, 11:16 AM
My 2 cents would be from the Scope Manual
http://www.maritime.org/fleetsub/pscope/chap4g.htm
Scroll down a bit and you will see the graphics. Its basically showing the 32dgr and the 8dgr. That's the only "accurate" depiction i have found that would be historically correct so far. I think until someone actually goes and check this stuff out on a real boat ( and there is a few in the US) we will not know 100%
CaptainCox
04-28-07, 12:33 PM
OK I am no use today, and i really broke my head on this one (silly but that's how it goes sometimes) Anyhow, gonna install all my mods as i did a reinstall and just play for an hour or so. I be back but baby, I BE BACK:cool:
yeah - sometimes you gotta take a step back ;)
anyway here are two quick tests:
attack scope:
http://img118.imageshack.us/img118/1503/attackrn0.th.jpg (http://img118.imageshack.us/my.php?image=attackrn0.jpg)
observation scope:
http://img118.imageshack.us/img118/8931/observationmo2.th.jpg (http://img118.imageshack.us/my.php?image=observationmo2.jpg)
nevermind the heading scale on those two - i seem to have messed up somewhere. but check out their size and contents and tell me what you think. I haven't added the rubber border yet - i'm still waiting for you to give me your latest version of them and tell me which one you think is best for attack and which one for observation.
CaptainCox
04-28-07, 12:57 PM
Thats DARN! nice work man, you got that weather look superbly done :up:
As for the graphics...I did not work on it but I could simply through something together from what I have...3 min.
CaptainCox
04-28-07, 01:14 PM
http://files.filefront.com/RIMSrar/;7370788;/fileinfo.html
I am sure you could pep it up a bit. You can use these (same as in my Kollmorgen mod) or use what you already have or add your own stuff as you like.
I guess as the Attack is a bit smaller the Rubber gasket, and maybe just the ring for the observation scope...your call ;)
i'll see if i can put something together :) thanks.
after that there are only two more things i need to fix:
-that black monolith thingie
-messed up heading scale
if i get it done should i make a new thread or just post it here so you can update the first post? also as there are menu.ini changes should i include a clean one with only the changed made by this mod?
DaMaGe007
04-28-07, 01:28 PM
Hmm excuse me for injecting my opinion here, it looks good so far.
I was just going to suggest releasing this mod in 2 versions (when you have sorted it out), a clean scope and a weathered scope version would be great.
The attack scope is a touch too weathered for my liking, judging from the pics, but others would obviously like the weathererd one.
The clean version could still be weathered, but not as much ?...
just my thoughts
DMG
CaptainCox
04-28-07, 01:31 PM
Please make your own thread i would say, 70% or more your work so no worries.
As for the .ini stuff i always find it best to write it in the Readme for manual install. There is so many mods now using the .ini now etc. I would upload a standalone and include the .ini stuff in the read me simply.
If and when we crack the zoom I would just upload a "MiniTweaker"file as for e.g. Beerys Free cam mod is using the Cameras.dat. I will get back to that later anyway. If not someone else beats me to it.
Actually a clean version would be a bonus, i can imagine some ppl would like that as well. More work but :p
Hey guys I thought I'd refer you to this thread (http://www.subsim.com/radioroom/showthread.php?t=111924) where Charos found that the graticule markers don't match up with their historical numbers. He found that the attack periscope has an incorrect HIGH magnification of 9.7X with each graticule yielding about .17 degree, BUT, the observation scope (in patch 1.2) seems to matches what the attack periscope SHOULD be, and that is an 8 degreee field of view with each graticule coming out to .25 degree in high magnification (6x).
CaptainCox
04-28-07, 02:31 PM
NOW THAT IS SOME SREIOUS RESESARCH! WOW! Missed that thread completely.
I am presently engaged in some stuff but will read that through when done. Cheers for the heads up man :yep:
I was just going to suggest releasing this mod in 2 versions (when you have sorted it out), a clean scope and a weathered scope version would be great.
Sure! Choices are always a good thing :)
and it's as easy as moving 1 slider :D
but first one more shot of the wheathered one:
http://img251.imageshack.us/img251/3416/attack2bt2.th.jpg (http://img251.imageshack.us/my.php?image=attack2bt2.jpg)http://img152.imageshack.us/img152/181/observation2zf6.th.jpg (http://img152.imageshack.us/my.php?image=observation2zf6.jpg)
it's hard to see but it seems sh4 has a weird way of managing the alpha channels... even though everything outside the actual scope is 255,255,255 (white) it's still possible to see something through it. very subtle but there's definitely some transparancy going on there :damn:
and i see abolutely no way to fix that as i can't make it whiter than white :roll:
edit: added observation scope shot. notice the increased clarity :)
CaptainCox
04-28-07, 03:15 PM
Looks sweet man...don't know why but 40s some how :p just does...
I noticed that to about the alpha, thought I forgot to erase some of the mask, but its like that.
I guess the next big job would be to tweak the weapons systems interfaces. Have not even looked at what they "should" look like...and i guess there is also a matter of resizing stuff a tad bit as the aperture is now bigger...only thinking loud here ;)
CaptainCox
04-28-07, 03:27 PM
I am playing around a bit in PS, trying some stuff. I guess you are in the middle of it but if you have time check it out. I found these pretty nice "scratch" brushes...they are a bit finer then the one you are using, maybe give it a try when you have a min.
http://files.filefront.com/SCRATCH_BRUSHESrar/;7371742;/fileinfo.html
will do, thanks for the hint. i actually didn't use any brush for that... i scribbled around with the pencil, copied and pasted a few times, played around with the difference clouds and finally used it as heightmap to light a white surface (for the 3d effect) ;)
castorp345
04-28-07, 04:00 PM
things are looking fantastic!
:rock:
cheers
hc
edit: oops! you already "fixed" the numbers! :)
castorp345
04-28-07, 04:09 PM
it seems sh4 has a weird way of managing the alpha channels... even though everything outside the actual scope is 255,255,255 (white) it's still possible to see something through it. very subtle but there's definitely some transparancy going on there :damn:
i wonder if that's an issue related to the "transparent crew bug"?
:hmm:
CaptainCox
04-28-07, 04:11 PM
Yup agree 100% I just saw ur 2nd screenie above...think almost done hey!
http://img152.imageshack.us/img152/9213/attack2wz8.th.jpg (http://img152.imageshack.us/my.php?image=attack2wz8.jpg)http://img136.imageshack.us/img136/462/observation2jq2.th.jpg (http://img136.imageshack.us/my.php?image=observation2jq2.jpg)
new scratch/dirt layer, I used one of the brushes you recommended. worked really nice imo.
how is this? should i make another version with less or more scratches/dirt? it's a little less pronounced than before methinks so this might be able to please everydody... feedback appreciated. :)
Sailor Steve
04-28-07, 05:23 PM
I'm not that big on scratches and dirt, but way back when there was a mod for SH2 that put water droplets on the periscope, binocular and UZO lenses. That was very cool.:cool:
CaptainCox
04-28-07, 05:26 PM
IMO...and i am a bit to drunk (had a bit to much red wine here + the Mrs wants stuff :p...na bed time) I think that mask looks more "random" "real". I guess I will have to try this out in the morn man...Thanks A LOT! for ur effort on this one. Will try it out 1st thing in the morn.
You noticed something...you signed up here 2005 in may...had like 12 posts before today...100+% post count in one day man! NOT BAD! :) With your talent in PS you should have kicked in long time ago!
Signing out...or more like dropping out :doh:
I'm not that big on scratches and dirt, but way back when there was a mod for SH2 that put water droplets on the periscope, binocular and UZO lenses. That was very cool.:cool:
do you by any chance have a picture of that? can't really imagine how that would look like as water causes mainly refractions which can't be done with mere textures.
edit:
how a those for a "clean" version?
http://img241.imageshack.us/img241/7955/attack2kx1.th.jpg (http://img241.imageshack.us/my.php?image=attack2kx1.jpg)http://img241.imageshack.us/img241/4067/observation2og4.th.jpg (http://img241.imageshack.us/my.php?image=observation2og4.jpg)
Spectre-63
04-28-07, 10:02 PM
absolutely amazing work, guys....HUGE thanks to both of you!
DaMaGe007
04-28-07, 11:26 PM
Looks much better, I like it.
That will teach me to speak up before its ready :)
Nice work guys.
CaptainCox
04-29-07, 05:15 AM
The clean versions looks the stuff man!
bruschi sauro
04-29-07, 09:38 AM
mmmh?:hmm:
Sailor Steve
04-29-07, 02:45 PM
I'm not that big on scratches and dirt, but way back when there was a mod for SH2 that put water droplets on the periscope, binocular and UZO lenses. That was very cool.:cool:
do you by any chance have a picture of that? can't really imagine how that would look like as water causes mainly refractions which can't be done with mere textures.
I don't. I mean I do but it's on my computer which is in storage. Once I can get to it I'll be able to send all the mods I have collected.:cry:
mmmh?:hmm:
look here (http://www.subsim.com/radioroom/showthread.php?t=113551) for further discussion ;)
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