View Full Version : [REL] Better Scopes 1.2
This is a continuation of the work of Captain Cox detailed here (http://www.subsim.com/radioroom/showthread.php?t=110064).
UPDATE:
Version 1.2 (http://putstuff.putfile.com/79925/51576)
http://img406.imageshack.us/img406/5607/dayatkmy2.th.jpg (http://img406.imageshack.us/my.php?image=dayatkmy2.jpg)http://img406.imageshack.us/img406/8157/dayobsvb8.th.jpg (http://img406.imageshack.us/my.php?image=dayobsvb8.jpg)
http://img175.imageshack.us/img175/6607/nightatkzs3.th.jpg (http://img175.imageshack.us/my.php?image=nightatkzs3.jpg)http://img175.imageshack.us/img175/7017/nightobswp5.th.jpg (http://img175.imageshack.us/my.php?image=nightobswp5.jpg)
- changed the color of the lines to a dark green as per request
- refined some of the lines a bit
From the Readme:
This mod aims to improve the overall appearance of the periscope views in Silent Hunter 4. It does this by using historically accurate markings, adding a layer of dirt and scratches to the lens, reducing the opacity of the attack scope, resizing the scopes and adding a more readable and appealing heading scale.
Source Drawings from Submarine Periscope Manual (http://www.maritime.org/fleetsub/pscope/index.htm):
http://i10.photobucket.com/albums/a138/CaptainCox/fig4-85.jpghttp://i10.photobucket.com/albums/a138/CaptainCox/fig4-78.jpg
Let me know what you think :)
ReallyDedPoet
04-29-07, 07:15 AM
Nice work:up:
RDP
CaptainCox
04-29-07, 07:30 AM
Bloody brilliant man, but you knew that already :p this will be in my JSGME "always use" folder :up:
And have to say, very nice team effort from all sides on this one.
But hey "l3th4l" you forgot
MADE BY l3th4l!!!! :yep:
Will check back on that zoom stuff when i have a min (free till Wednesday, thank god for Socialism :p )
Mush Martin
04-29-07, 07:42 AM
Thats Just about perfect id say :up:
castorp345
04-29-07, 08:55 AM
wonderful and beautiful!!
thank you!
:rock:
MaxT.dk
04-29-07, 09:15 AM
Great job! :)
Iceberg
04-29-07, 10:21 AM
Really nice! Thanks guys! :up:
sergbuto
04-29-07, 10:38 AM
Thank you for your efforts. I like it quite a bit.
DaMaGe007
04-29-07, 12:49 PM
Cool, downloading now !
flintlock
04-29-07, 01:04 PM
Now this is a good mod!
Thank you for sharing this one.
:up:
Source Drawings from Submarine Periscope Manual (http://www.maritime.org/fleetsub/pscope/index.htm):
http://i10.photobucket.com/albums/a138/CaptainCox/fig4-85.jpg
http://img297.imageshack.us/img297/8254/observation2clearok0.th.jpg
:)
Your mod does not have a vertical line at a obs/periscope.
Is it bug?
Your mod does not have a vertical line at a obs/periscope. Is it bug?
mhh.. no. it's on purpose. but now that you say that...
the source images above are straight from Captain Cox's thread but when i made the textures i looked directly at the periscope manual for reference... could have sworn there was an image without that vertical line...
tbh. for some reason i rather like it without that line; makes it look clean. but lets get a general consensus here: do people want that line to be present or do they prefer it the way it is?
To change that is pretty easy so that shouldn't be a concern.
edit: one more comment about this: as the picture in the persicope manual is depicting the attack scope while zoomed out and not the observation scope, it comes down to personal preference on this matter as we currently simply do not know what the observation scope actually looks like (of course i'd be more than happy if somebody proves me wrong here and provides us with accurate information about the obs scope).
seems like i have missed that line btw.; I couldn't find a picture without it :oops:
but as i've said, if people prefer it to be there i'll add it.
Yeah the observation scope needs a verticle line because...
You can't accurately tell the bearing without a line through the compass bar... making it too much of a guess job when plotting.. so you are forced to use only the attack scope.
New version out - first post has been updated.
Awesome mod l3th4l, this is such a great mod. :up: And big thanks to Kataki for this brilliant idea.:yep:
Sockeye
04-29-07, 07:18 PM
:up: Top notch work
Any chance of a TBT texture in the future? :D
Nice mod :up:
Only gripe that I have is that the lines are not dark enough. They need to be black. This becomes really noticeable during night attacks.
Nice mod :up:
Only gripe that I have is that the lines are not dark enough. They need to be black. This becomes really noticeable during night attacks.
Interesting. I did this specifically because of those dark nights in which it was impossible to see the lines. iirc someone even requested this.
i'll wait and see what people say and if the majority wants them dark, i'll make them dark again :)
I personally prefer the lines to be a little brighter, too - has a more natural feel to it somehow. i did think about slightly adjusting their brightness, though. not black but a bit darker than now.
CaptainCox
04-29-07, 11:20 PM
I actually did not think about that vertical line...thanks for updating l3th4l!
Oh and don't forget to post in the " *** List of Modifications *** (http://www.subsim.com/radioroom/showthread.php?t=108964) " sticky thread ;)
Nice mod :up:
Only gripe that I have is that the lines are not dark enough. They need to be black. This becomes really noticeable during night attacks.
May be you are right ...
But, l3th4l's lines are very well looked in the day ...
and give a unique periscope view (... spirit). :up:
WilhelmTell
04-30-07, 05:55 AM
So well done ! :rock:
Thanks to you and to CaptainCox as well.
You made a very nice mod even nicer ....
Regards
Wow! Thanks, Lethal. This mod kicks ass!
tedhealy
05-10-07, 12:52 PM
Just wanted to say thanks for this mod. I actually use the obs scope now :up:
jimimadrid
05-11-07, 02:21 AM
I like your scope views, but is it possible to get a version with "dark green lines" instead of "grey lines".
Black lines are not well seen during the night.
Grey lines are not well seen during bad weather conditions.
Dark green lines will be seen at day as very dark lines , and during night or bad weather as green lines.
This will help a lot to make the lines better visible.
Thanks and regards
When I uninstall the mod via JSGME I'm left this. How do I get the original scope back?
http://img514.imageshack.us/img514/7301/periscopeon5.th.jpg (http://img514.imageshack.us/my.php?image=periscopeon5.jpg)
CaptainCox
05-13-07, 02:48 AM
Something is not right there. It looks to me that JSGME did not do it properly. If the mod is gone its gone. It would never leave "some" stuff left in the prog. I get sort of similar things happen sometimes due to VISTA...I suspect. What I normally do is activate/deactivate the MOD in JSGME a couple of times and normally that works.
Have you also checked that you cleared any menu.ini codes you might have plugged in manually when using that scope?
In worst case here is the original Periscope_Mask_1024.dds
DOWNLOAD LINK:
http://files.filefront.com/ORIGINAL_SCOPErar/;7497559;/fileinfo.html
Thanks for all your feedback guys :)
I fiddled around with the color of the lines a bit and this is the result:
day:
http://img406.imageshack.us/img406/5607/dayatkmy2.th.jpg (http://img406.imageshack.us/my.php?image=dayatkmy2.jpg)http://img406.imageshack.us/img406/8157/dayobsvb8.th.jpg (http://img406.imageshack.us/my.php?image=dayobsvb8.jpg)
night:
http://img175.imageshack.us/img175/6607/nightatkzs3.th.jpg (http://img175.imageshack.us/my.php?image=nightatkzs3.jpg)http://img175.imageshack.us/img175/7017/nightobswp5.th.jpg (http://img175.imageshack.us/my.php?image=nightobswp5.jpg)
it's hard to come to a compromise in brightness and color - one can already see the greenish tint during daytime but during the night it could be a tad brighter imo. Unfortunately that would lead to the lines becoming an obvious green during the day which i am trying to avoid.
anyways, you can download the version depicted in the pictures below :)
Better Scopes 1.2 (http://putstuff.putfile.com/79925/51576)
edit:
i just saw that the compression caused the lines to be really hard to see in those nighttime pics. it is better ingame than this ;)
Nice job! Do you have plans to mod the TBT screen as well?
bruschi sauro
05-17-07, 03:33 AM
good work mate.:rock:
Mav87th
05-20-07, 01:28 AM
Hey L3th4l
I have used your Better Scope mod for some time now - and its simply wunderfull. Moreover I have changed my Cameras.dat file to accomodate your periscope image so it fits in size in high power with the correct zoom level.
If one sets the Max zoom level of the periscope (or obs periscope) to x6 then you need to adjust the AngularAngle to 57,265 (or something close to that value) to have the correct calibration.
I tested it using a Small Gun boat (Atami) since the roof of the formost part of the stearinghouse is really close to 20 ft. in height. According to the periscope manual the lines are calibrated from a 20 ft. target at 400, 500, 1000, 2500, 7500 and 110000 yards distances in high power.
From my findings the Kim Rønhof Range Calculator Mark 3B can be used with this setting without problems BUT the 3B's x1 scale has to be used with x6 zoom when using the periscope markings. In x1.5 zoom you use the same scale (x1) but you have to multiply the range with 4 to get the right figure.
----------- EDITED ------------
From some testing and resetting of the AngularAngle i have found that there is a pretty big difference from the Attack Periscope to the Observations periscope.
In order to accomodate ship lengths and heights in both attack and observations periscope so that you have a correct FOV on both scopes and match zoom levels and scope deviderlines you have to have the following settings in the Camaras.dat file (IF using L3th4l's Better Scopes.
Observations Periscope
ZoomMin 1.5
ZoomMax 6
AngularAngle 37 (not totally adjusted, but my closest nearest guestimate after 3 hours testing)
Attack Periscope
ZoomMin 1.5
ZoomMax 6
AngularAngle 60 (again the closest nearest guestimate from all the testing)
The bino and Uzo should have the following values
ZoomMin 1
ZoomMax 7
AngularAngle 57.265
FarDistance 30000
(binocular only)
Elevation Min -30
Elevation Max 85
CameraParams ClipDistance 2
Used in conjunction with a Scene.dat file where one has added a Horizon catagory with a Zmax of 3000 then you should have a great HUMAN visual simulation. eg. the AI's will neither benefit nor be handicaped from this. This is the approximate of the 16km visibility mod. The above changes to the Camaras.dat file can be used without the scene.dat changes without problems though.
Hey, Mav, with regards to AngularAngle, does that value represent the collimator and head prism of the periscope? I was looking through the Submarine Periscope Manual (http://www.hnsa.org/doc/fleetsub/pscope/index.htm) and they show collimator and head prism at an angle of 74.5 but I'm guessing it's for the attack scope?
Hey L3th4l
I have used your Better Scope mod for some time now - and its simply wunderfull. Moreover I have changed my Cameras.dat file to accomodate your periscope image so it fits in size in high power with the correct zoom level.
If one sets the Max zoom level of the periscope (or obs periscope) to x6 then you need to adjust the AngularAngle to 57,265 (or something close to that value) to have the correct calibration.
I tested it using a Small Gun boat (Atami) since the roof of the formost part of the stearinghouse is really close to 20 ft. in height. According to the periscope manual the lines are calibrated from a 20 ft. target at 400, 500, 1000, 2500, 7500 and 110000 yards distances in high power.
From my findings the Kim Rønhof Range Calculator Mark 3B can be used with this setting without problems BUT the 3B's x1 scale has to be used with x6 zoom when using the periscope markings. In x1.5 zoom you use the same scale (x1) but you have to multiply the range with 4 to get the right figure.
----------- EDITED ------------
From some testing and resetting of the AngularAngle i have found that there is a pretty big difference from the Attack Periscope to the Observations periscope.
In order to accomodate ship lengths and heights in both attack and observations periscope so that you have a correct FOV on both scopes and match zoom levels and scope deviderlines you have to have the following settings in the Camaras.dat file (IF using L3th4l's Better Scopes.
Observations Periscope
ZoomMin 1.5
ZoomMax 6
AngularAngle 37 (not totally adjusted, but my closest nearest guestimate after 3 hours testing)
Attack Periscope
ZoomMin 1.5
ZoomMax 6
AngularAngle 60 (again the closest nearest guestimate from all the testing)
The bino and Uzo should have the following values
ZoomMin 1
ZoomMax 7
AngularAngle 57.265
FarDistance 30000
(binocular only)
Elevation Min -30
Elevation Max 85
CameraParams ClipDistance 2
Used in conjunction with a Scene.dat file where one has added a Horizon catagory with a Zmax of 3000 then you should have a great HUMAN visual simulation. eg. the AI's will neither benefit nor be handicaped from this. This is the approximate of the 16km visibility mod. The above changes to the Camaras.dat file can be used without the scene.dat changes without problems though.
great work man! feel free to upload the files - i can also include them in the next version if you'd like. all the credits to you of course ;)
Mav87th
05-20-07, 04:48 PM
Hey, Mav, with regards to AngularAngle, does that value represent the collimator and head prism of the periscope? I was looking through the Submarine Periscope Manual (http://www.hnsa.org/doc/fleetsub/pscope/index.htm) and they show collimator and head prism at an angle of 74.5 but I'm guessing it's for the attack scope?
Lets see if my english can explain this good enough.
The head Prism at the angle of 74,5 deg. is elevation - the Submarine P. Manual describes that the scope can elevate up to 74.5 degrees - meaning you can look up at that max angle. That is represented in the camaras.dat as well as MaxElevation (set to 74,5 in mine) and MinElevation (set to -10)
As i see the AngularAngle - it equals a value that sets Field of View of the total screen size. ie. if its set to 60 your total screen field of view will be 60 degrees from left to right side of the screen. Now if you change zoom level, but maintain the AngularAngle at the same value - you will allso change the "Linier Field of View" that is a product of True Field of View. ie. changing only zoom lets you zoom only that much as the angularangle sets a restriction to it. But if you change the FOV with zoom you get more dynamic results and can have the ships fill the correct amount of "scope" at the correct distance.
That way you can use the periscope markings in the attack scope with a real Range Calculator Mark3B, calculating the range manualy by "counting the ticks and spinning the wheel". Apart from that this small change will enable you to ID ships from further out and spotting them from further out.
http://en.wikipedia.org/wiki/Field_of_view
Mav, for the periscopes the max zoom is 6 but what does that correlate with on Kim' Range Calculator? I see mags for x1, x2, x4, and x6
Vanilla
05-21-07, 05:01 AM
Brilliant mod, although requires some fiddling to work with RFB as both change 1024 ini.
One thing I have noticed is that observation scope has inner circle now, the purpose of this ring, I guess, is to indicate the FOV of ob.scope on max zoom, i.e. if you see something inside the ring on min zoom - you will still see it if you switch to max zoom, everything outside the ring will be outside of your FOV if you switch your zoom.
Right now, however, the ring is a tad too big, you can see it yourself if you place an object just on the edge of the FOV on max zoom and then switch the zoom. Is it possible to make the ring smaller?
Sailor Steve
05-21-07, 10:42 AM
Welcome aboard, Vanilla! Great name! Do you need to be modded?:rotfl:
Mav87th
05-21-07, 11:47 AM
Jmr as far as i can see it corrolates with the x1 zoom. I have no idea why, but Kim's Range Calculator is not a copy of a real one, its one fittet to SHI.
Vanilla i have not tested the "inner ring" with my enhanced beta cameras.dat file yet, but will do so asap. Perhaps an altered AngularAngle and zoom "fixes" that problem. I could find no further info in the Submarine Periscope Manual about the inner ring then it represents a 10deg area in Low Power (ie. NOT an 8 deg circle as the high power would be with a 8 deg FOV, but slightly larger then that.)
MaxT.dk
05-21-07, 01:51 PM
Welcome aboard, Vanilla! Great name! Do you need to be modded?:rotfl:
NASTY! :arrgh!::rotfl:
Vanilla
05-21-07, 03:55 PM
I could find no further info in the Submarine Periscope Manual about the inner ring then it represents a 10deg area in Low Power (ie. NOT an 8 deg circle as the high power would be with a 8 deg FOV, but slightly larger then that.) Ups, I recon everything is as it should be then, sorry to bother. :oops:
Man! you guys did a GREAT JOB with THIS MOD!!! it looks SO REAL, i love it!
just starting a new patrol with it now. :up:
:arrgh!:
Thank you for the compliments :oops: ;)
i've read some requests for a new binocular/uzo (what's that called in english again?) and i think i'll give them a go as well.
now for a small request:
it's been my understanding that the pictures from that periscope manual show the view of the ATTACK scope both zoomed in and out. Since i have no picures from the observation scope i had decided to use one for the attack scope and one for the obs.
I'm still looking for drawings or at least some information about that scope and welcome any help in that regard.
On the same note i'd like to request information and possibly images of how the uzo should look. I have not decided what to do with the binocs - i'd imagine they have no lines whatsoever. i may also adjust the shape of the mask a bit. I also though about removing the accurate compass there and replacing it with one only showing cardinal directions since the binocs shouldn't have something like that build-in ;)
panthercules
05-22-07, 09:17 PM
I concur about this looking great, although it's been raining/storming ever since I loaded this up and I haven't actually been able to see any ships though my scopes yet.
The US term for the Uzo is the TBT (Target Bearing Transmitter). I haven't found a picture taken through one yet, but I'm still looking.
I like the idea of a less precise direction scale/display for the binocs - you obviously should know roughly what bearing you're looking at, but not accurately down to the exact degree so some playing around with the indicators (maybe having one tick every 15 or maybe 30 degrees) would be cool. As for the mask - that's a tough one - on the one hand, binocs don't have that "sideways 8" shape to them when you look through them, but if you make it round then it'll look an awful lot like the periscope view - on balance, I think people are accustomed enough to TV, movies and games using this "sideways 8" shape mask for binocs view that it's probably better just to leave it like that so you get the feeling/impression of looking through binocs even though they don't actually look like that.
Great mod! Can I use this in RFB?
Vanilla
05-23-07, 08:45 AM
First thing i would like to see is the UZO/TBT map upscaled, so it does not reveal bands of background on the top and bottom of the screen on non-4:3 resolutions (I use 1280x1024 res) the same goes for binos, they got two bands too, but I don't understand what exactly I see in those.
Second, I've read in another thread here that TBT is actually the same binos placed in the holder of the TBT, so the picture would be exactly the same, don't know whether it is true, but that means that binos did have marks exactly the same with TBT, as they actually ARE the same thing. But for sure you would cheer removal of magnification marks from the TBT: those hatefull x10 x10 x10 with shadow(???) all 'round the screen.
Thirdly, coming back to periscopes - is it possible to make the glass of the scopes tinted on the edges so it is actually harder to see through the scope, i.e. something similar to 'RTR scopes' mod?
http://www.subsim.com/subsim_files/New%20Peri%201024v%20defualt.jpg
I buy their logic that you wouldn't get a great clear picture through the RL scope but I don't like everything else in their mod apart from that 'blackened' parts in that mod, yours is so much better, so I would prefer merging the two. I would even do it myself, but I don't have the psd to work with.
Great mod! Can I use this in RFB?
of course; i'd be honored :)
Great! I've been looking at the textures prior to installing it. Great job! It's also very popular - I've had lots of requests for it to be included in RFB.
By the way, did you notice that the game seems to accept *.dds files even when the menu_1024_768.ini file calls for *.tga files? Do you have any idea why that is? Are tga and dds files related in some way?
Also, while I was browsing through the mod I noticed that one file is called "betterscopes_obs.dds" and the ini file calls for "betterscopes_observation.tga". I haven't installed the mod yet but I'm wondering if that has stopped it from working, or whether the last parts of the filename are ignored?
Thanks for the feedback :up:
First thing i would like to see is the UZO/TBT map upscaled, so it does not reveal bands of background on the top and bottom of the screen on non-4:3 resolutions (I use 1280x1024 res) the same goes for binos, they got two bands too, but I don't understand what exactly I see in those.
I'm using 1280x1024 myself and will look into it - if it's a simple matter of scaling stuff up it shouldn't be a problem as my source images are using shapes for the most part that don't produce any pixelation when scaling.
Second, I've read in another thread here that TBT is actually the same binos placed in the holder of the TBT, so the picture would be exactly the same, don't know whether it is true, but that means that binos did have marks exactly the same with TBT, as they actually ARE the same thing. But for sure you would cheer removal of magnification marks from the TBT: those hatefull x10 x10 x10 with shadow(???) all 'round the screen.
thanks for the information. making them use the same mask would be one simple adjustment in the menu.ini so that is quite easy to do. just to make sure i'd like to double-check if the binocs and the tbt are actually the same.
Thirdly, coming back to periscopes - is it possible to make the glass of the scopes tinted on the edges so it is actually harder to see through the scope, i.e. something similar to 'RTR scopes' mod?
http://www.subsim.com/subsim_files/New%20Peri%201024v%20defualt.jpg (http://www.subsim.com/radioroom/../subsim_files/New%20Peri%201024v%20defualt.jpg)
I buy their logic that you wouldn't get a great clear picture through the RL scope but I don't like everything else in their mod apart from that 'blackened' parts in that mod, yours is so much better, so I would prefer merging the two. I would even do it myself, but I don't have the psd to work with.
if you look closely you'll see that there is quite a bit of "tinting" in my scopes already. i can look over it and see if i can improve on that a bit but i have to be careful since it's already pretty hard to spot targets in low light conditions right now - i don't wanna make it impossible ;)
i could upload the psd for ya, but let me give this a try myself first. i want to avoid having multiple versions of my mod floating around if possible.
By the way, did you notice that the game seems to accept *.dds files even when the menu_1024_768.ini file calls for *.tga files? Do you have any idea why that is? Are tga and dds files related in some way?
nothing to do with the format afaik - dds and tga are pretty different. my guess is that it's simply the way the engine works. it looks for the dds file first and if there is none present it uses the tga instead. doesn't seem to matter that you put in a *.tga extension inside the menu.ini. i simply used tga inside that ini as that seemed to be the standard practice even for files that only have a dds version present.
Also, while I was browsing through the mod I noticed that one file is called "betterscopes_obs.dds" and the ini file calls for "betterscopes_observation.tga". I haven't installed the mod yet but I'm wondering if that has stopped it from working, or whether the last parts of the filename are ignored?
hehe - naw. that's just me being lazy and not wanting to write "observation" every time i saved ;)
the file should be renamed to "betterscopes_observation.dds" with that batch file i included.
...the file should be renamed to "betterscopes_observation.dds" with that batch file i included.
Ah I see. :up:
Mav87th
05-23-07, 12:22 PM
Second, I've read in another thread here that TBT is actually the same binos placed in the holder of the TBT, so the picture would be exactly the same, don't know whether it is true, but that means that binos did have marks exactly the same with TBT, as they actually ARE the same thing. But for sure you would cheer removal of magnification marks from the TBT: those hatefull x10 x10 x10 with shadow(???) all 'round the screen..
Size equal from Bino view to Uzo view(TBT) - Done
Now i only need to pack and upload the files for it.
You have read correctly about the TBT merely being a holder for the commanders (or XO's) bino on the boats. Pretty many Binoculars today are sold with "mil" range markers in them to be used in navigation (measuring range to a mountain with a known height fx.) So if we could get someone to scale the Bino and Uzo ticks to the correct scale and make them uniform - then i'd be happy.
Mav87th
05-23-07, 12:36 PM
Files are now uploaded.
You may use them as you see fit in other mods with due credit to both the guys that has made the tools enabling me to tinker with the files and me :smug:
Have fun spotting and visualy following contacts beyond the Horizon with the Bino.:up:
Mod can be downloaded HERE
http://files.filefront.com/Mavs_Camera_Mod_v2_for_12rar/;7586454;/fileinfo.html
I plugged it into RFB and my own game today. Wow! For the first time since buying the game I feel like I'm looking through real optics.
Files are now uploaded.
You may use them as you see fit in other mods with due credit to both the guys that has made the tools enabling me to tinker with the files and me :smug:
Have fun spotting and visualy following contacts beyond the Horizon with the Bino.:up:
Mod can be downloaded HERE
http://files.filefront.com/Mavs_Camera_Mod_v2_for_12rar/;7586454;/fileinfo.html
Great work!
With your permisson i'll include this in the next release and add the appropriate persons to the credits (not sure but do you mean timetraveler/nvdrifter?) :)
Files are now uploaded.
You may use them as you see fit in other mods with due credit to both the guys that has made the tools enabling me to tinker with the files and me :smug:
Hi Mav87th. I'm looking forward to using this mod and plugging it into RFB if that's okay. But I have a couple of questions. I've read the readme file and it explains very clearly all the cameras.dat changes, but I noticed a few other changes in there. I think the extended visibility must be either the Camera value at hex 3A5 which is set to 3000 and/or the 'MaxDistance' value at hex 1B7E which you've set at 300, but there are also the following changes from vanilla SH4:
at hex 3BB LodFactor with a float value of 2 (vanilla SH4 has it at 1).
at hex 3EC Fog with a float value of -3 (vanilla SH4 has it at -4).
at hex D99 ObjectsRelativeZMin with a float value of 0.8 (vanilla SH4 has it at 0).
Do these have anything to do with the mod or have they crept in from another mod?
CaptainCox
05-23-07, 01:45 PM
@Mav87th and Beery. Mav87th would you mind adding the "freecam" Max height to 1000 or something and also the terrain collider radius to 0,1 or something?I am asking as Beery did a mod like this some time ago...or?
Files are now uploaded.
You may use them as you see fit in other mods with due credit to both the guys that has made the tools enabling me to tinker with the files and me :smug:
Have fun spotting and visualy following contacts beyond the Horizon with the Bino.:up:
Mod can be downloaded HERE
http://files.filefront.com/Mavs_Camera_Mod_v2_for_12rar/;7586454;/fileinfo.html
Hi.
You very well juggle with figures, but I would like pictures...
:o
All adjustments of views and optical devices in games are very relative ...
You should consider visual effect only ...
Mav87th
05-23-07, 05:00 PM
Files are now uploaded.
You may use them as you see fit in other mods with due credit to both the guys that has made the tools enabling me to tinker with the files and me :smug:
Hi Mav87th. I'm looking forward to using this mod and plugging it into RFB if that's okay. But I have a couple of questions. I've read the readme file and it explains very clearly all the cameras.dat changes, but I noticed a few other changes in there. I think the extended visibility must be either the Camera value at hex 3A5 which is set to 3000 and/or the 'MaxDistance' value at hex 1B7E which you've set at 300, but there are also the following changes from vanilla SH4:
at hex 3BB LodFactor with a float value of 2 (vanilla SH4 has it at 1).
at hex 3EC Fog with a float value of -3 (vanilla SH4 has it at -4).
at hex D99 ObjectsRelativeZMin with a float value of 0.8 (vanilla SH4 has it at 0).
Do these have anything to do with the mod or have they crept in from another mod?
LodFactor ObjectiveRelativeZmin and the Fog value (in Scene.dat), is from the 9km visibility mod changes. I experimented with that in conjunction with the extended visibility, witch rightfully is the 3000 value from the Scene.dat file as pr. TeddyBear's instructions by adding a Horizon value with a new value Zmax of 3000.
Pluggin it into RFB in any way you see fit is very OK with me.
LodFactor ObjectiveRelativeZmin and the Fog value (in Scene.dat), is from the 9km visibility mod changes. I experimented with that in conjunction with the extended visibility, witch rightfully is the 3000 value from the Scene.dat file as pr. TeddyBear's instructions by adding a Horizon value with a new value Zmax of 3000.
Pluggin it into RFB in any way you see fit is very OK with me.
Thanks. I'll plug it in today. :up:
Mav87th
05-23-07, 05:35 PM
Hi.
You very well juggle with figures, but I would like pictures...
:o
All adjustments of views and optical devices in games are very relative ...
You should consider visual effect only ...
Here ya go...
http://gallery.filefront.com/Mav87th/91822/
A series of pictures displaying a Kinposan Maru and Heito Maru i tracked at 10000 yards visualy in good weather with the Bino/TBT. The same ship is shown through Bino/TBT, Attack Periscope (x6) and Observations Periscope (x6)
The Heito Maru is shown at 1246 yards where it is 5 ticks after having sunk a tad. If you look at Kim Rønhof's Range-Calculator Mark 3B you will see that a 85.9 ft. high target at 1246 yards should fill 5,5 ticks. (one has to use the x1 scale at the Range-Calculator with the periscopes x6 power)
Hi.
You very well juggle with figures, but I would like pictures...
:o
All adjustments of views and optical devices in games are very relative ...
You should consider visual effect only ...
Here ya go...
http://gallery.filefront.com/Mav87th/91822/
A series of pictures displaying a Kinposan Maru and Heito Maru i tracked at 10000 yards visualy in good weather with the Bino/TBT. The same ship is shown through Bino/TBT, Attack Periscope (x6) and Observations Periscope (x6)
The Heito Maru is shown at 1246 yards where it is 5 ticks after having sunk a tad. If you look at Kim Rшnhof's Range-Calculator Mark 3B you will see that a 85.9 ft. high target at 1246 yards should fill 5,5 ticks. (one has to use the x1 scale at the Range-Calculator with the periscopes x6 power)
OK.
I shall look these pictures, but i must first to buy magnifying glass ...
:D
Hi.
You very well juggle with figures, but I would like pictures...
:o
All adjustments of views and optical devices in games are very relative ...
You should consider visual effect only ...
Here ya go...
http://gallery.filefront.com/Mav87th/91822/
A series of pictures displaying a Kinposan Maru and Heito Maru i tracked at 10000 yards visualy in good weather with the Bino/TBT. The same ship is shown through Bino/TBT, Attack Periscope (x6) and Observations Periscope (x6)
The Heito Maru is shown at 1246 yards where it is 5 ticks after having sunk a tad. If you look at Kim Rønhof's Range-Calculator Mark 3B you will see that a 85.9 ft. high target at 1246 yards should fill 5,5 ticks. (one has to use the x1 scale at the Range-Calculator with the periscopes x6 power)
OK.
I shall look these pictures, but i must first to buy magnifying glass ...
:D
I would like, that you did not forget about bad sight and about bad monitors, and gave direct links on 1024x768 pictures... :yep:
Mav87th
05-24-07, 11:15 AM
I would like, that you did not forget about bad sight and about bad monitors, and gave direct links on 1024x768 pictures... :yep:
And i would like to be "lawinsky'ed" every morning:arrgh!:
Sadly my pc skills prohibits me from putting pictures here, but if you click the link you go straight to the pictures that blows full screen if you click them.
http://gallery.filefront.com/Mav87th//578375/1/
http://gallery.filefront.com/Mav87th//578374/1/
http://gallery.filefront.com/Mav87th//578373/1/
http://gallery.filefront.com/Mav87th//578372/1/
I would like, that you did not forget about bad sight and about bad monitors, and gave direct links on 1024x768 pictures... :yep:
And i would like to be "lawinsky'ed" every morning:arrgh!:
Sadly my pc skills prohibits me from putting pictures here, but if you click the link you go straight to the pictures that blows full screen if you click them.
http://gallery.filefront.com/Mav87th//578375/1/
http://gallery.filefront.com/Mav87th//578374/1/
http://gallery.filefront.com/Mav87th//578373/1/
http://gallery.filefront.com/Mav87th//578372/1/
No, Mate.
You are mistaken ...
Only 1024x768 and higher looks good ...
CaptainCox
05-25-07, 02:25 PM
I just use
http://photobucket.com/
Sign up and just start uploading. When done you will get 3 different choices of code to use. For this forum I use "URL LINK", hit that button and it will be copied(cache), back in your "reply to thread" window hit the icon that looks like a "mountain with a sun" (insert image) and paste that URL and away you go!
You might know this but...there it is :p
supposedtobeworking
05-27-07, 03:49 PM
I was just playing SH4 and I must say that this mod presents the best looking periscope screen in a subsim i have ever seen. I have to post my thanks to the author...I'm using the 1.2 version with worn view. I feel like I am looking through a real scope...bravo and thanks. Now I wish something like this were done for SH3...but its not that big a deal. It adds so much though.
any plans on an updated TBT screen?
MONOLITH
05-28-07, 06:00 PM
Question guys...
When the JSGME notifies of a conflict, continuing to enable the second mod overwrites the conflicted file entirely, not just adds the second set of changes, is this correct? Meaning the first mod changes are lost, not added to, yes?
With the Better scopes mod, it conflicts the menu.ini from the Imperial Nomograph mod.
Can someone tell me the exact changes to the menu.ini from either mod, so I can manually edit the ini to combine both sets of changes into one?
Please and Thank you.
EDIT: Same issue with Mavs Camera and Beery's camera 4 mod with the cameras.dat.
Canonicus
05-28-07, 06:45 PM
Not sure where your conflict is, but...
Here the list of INI changes to run the betterscopes mod....
[G26 I134]:
old:
Zone= 422 604 180 16 0 1 0x26000002 0.5 -0.5 0x26000004 -0.5 0.5 0 0
Mat 0=data/menu/gui/bearing.tga
new:
Zone= 310 104 404 128 0 1 0x26000002 0.5 1.5 0x26000004 -0.5 0.5 0 0
Mat 0=data/menu/gui/bearing_big.tga
[G26 I137]:
old:
Mat 0=data/menu/gui/layout/periscope_mask_1024.tga
new:
Mat 0=data/menu/gui/layout/betterscopes_attack.tga
[G26 I144]:
old:
Zone= 217 827 590 885 2 1 0x26060000 0.5 -0.5 0x26140000 -0.5 0.5 0 0
new:
Zone= 0 1536 1024 2304 2 1 0x26060000 0.5 -0.5 0x26140000 -0.5 0.5 0 0
[G26 I145]:
old:
Zone= 217 533 590 590 2 1 0x26140000 0 -0.332203 0x26140001 0 0 0 0
new:
Zone= 0 768 1024 1408 2 1 0x26140000 0 -0.11 0x26140001 0 0 0 0
[G26 I146]:
old:
Zone= 217 828 590 295 2 1 0x26140000 0 0.00112994 0x26140002 0 0 0 0
new:
Zone= 0 0 1024 400 2 1 0x26140000 0 0.05 0x26140002 0 0 0 0
[G2B I133]:
old:
Zone= 422 604 180 16 0 1 0x2B000002 0.5 -0.5 0x2B000004 -0.5 0.5 0 0
Mat 0=data/menu/gui/bearing.tga
new:
Zone= 212 104 600 128 0 1 0x2B000002 0.5 1.8 0x2B000004 -0.5 0.5 0 0
Mat 0=data/menu/gui/bearing_big.tga
[G2B I136]:
old:
Mat 0=data/menu/gui/layout/periscope_mask_1024.tga
new:
Mat 0=data/menu/gui/layout/betterscopes_observation.tga
[G2B I143]:
old:
Zone= 217 827 590 885 2 1 0x2B060000 0.5 -0.5 0x2B140000 -0.5 0.5 0 0
new:
Zone= 0 1536 1024 2304 2 1 0x2B060000 0.5 -0.5 0x2B140000 -0.5 0.5 0 0
[G2B I144]:
old:
Zone= 217 533 590 590 2 1 0x2B140000 0 -0.332203 0x2B140001 0 0 0 0
new:
Zone= 0 768 1024 1408 2 1 0x2B140000 0 -0.11 0x2B140001 0 0 0 0
[G2B I145]:
old:
Zone= 217 828 590 295 2 1 0x2B140000 0 0.00112994 0x2B140002 0 0 0 0
new:
Zone= 0 0 1024 400 2 1 0x2B140000 0 0.05 0x2B140002 0 0 0 0
And the added INI entry to use the nomograph....
[G31 I28]
Name=Nomograph
Type=1030;Static bmp
ItemID=0x3100000f
ParentID=0x31000000
Pos=0,0,200,720
Zone=0 768 200 720 2 1 0x31000000 0.76 -0.02 0x3100000f 0 0 0 0
Color=0xFFFFFFFF
Materials=1
Display=2;Linear
Mat 0=data/menu/gui/layout/nomograph.tga
MatFlags=0x9
TexFmt=0x0
Hope this helps you.:D
MONOLITH
05-28-07, 08:02 PM
Not sure where your conflict is, but...
The conflict comes in because both mods use the same menu.ini, and when engaged with the JSGME, the latter mod will overwrite the former, so you cannot have both at once.
To have both the nomograph and Mav's camera changes, you have to manually edit one of the ini's to incorporate both sets of changes to one ini file.
From the looks of it, the easiest way is to add the Nomograph text to Mav's camera mod.
Thanks for the reply.
Question guys...
When the JSGME notifies of a conflict, continuing to enable the second mod overwrites the conflicted file entirely, not just adds the second set of changes, is this correct? Meaning the first mod changes are lost, not added to, yes?
With the Better scopes mod, it conflicts the menu.ini from the Imperial Nomograph mod.
Can someone tell me the exact changes to the menu.ini from either mod, so I can manually edit the ini to combine both sets of changes into one?
Please and Thank you.
EDIT: Same issue with Mavs Camera and Beery's camera 4 mod with the cameras.dat.
http://www.subsim.com/radioroom/showthread.php?t=115257
although it does not contain the camera mod but its close to what your asking for...
MONOLITH
05-28-07, 11:31 PM
So Mav... the edited lines in your quote below... these are incorporated into your camera mod, correct?
And if I understand correctly, what this is doing is adjusting things so that the tick marks on the new scope views are accurate with the mast heights on vessels, or did I read all this wrong?
Hey L3th4l
I have used your Better Scope mod for some time now - and its simply wunderfull. Moreover I have changed my Cameras.dat file to accomodate your periscope image so it fits in size in high power with the correct zoom level.
If one sets the Max zoom level of the periscope (or obs periscope) to x6 then you need to adjust the AngularAngle to 57,265 (or something close to that value) to have the correct calibration.
I tested it using a Small Gun boat (Atami) since the roof of the formost part of the stearinghouse is really close to 20 ft. in height. According to the periscope manual the lines are calibrated from a 20 ft. target at 400, 500, 1000, 2500, 7500 and 110000 yards distances in high power.
From my findings the Kim Rønhof Range Calculator Mark 3B can be used with this setting without problems BUT the 3B's x1 scale has to be used with x6 zoom when using the periscope markings. In x1.5 zoom you use the same scale (x1) but you have to multiply the range with 4 to get the right figure.
----------- EDITED ------------
From some testing and resetting of the AngularAngle i have found that there is a pretty big difference from the Attack Periscope to the Observations periscope.
In order to accomodate ship lengths and heights in both attack and observations periscope so that you have a correct FOV on both scopes and match zoom levels and scope deviderlines you have to have the following settings in the Camaras.dat file (IF using L3th4l's Better Scopes.
Observations Periscope
ZoomMin 1.5
ZoomMax 6
AngularAngle 37 (not totally adjusted, but my closest nearest guestimate after 3 hours testing)
Attack Periscope
ZoomMin 1.5
ZoomMax 6
AngularAngle 60 (again the closest nearest guestimate from all the testing)
The bino and Uzo should have the following values
ZoomMin 1
ZoomMax 7
AngularAngle 57.265
FarDistance 30000
(binocular only)
Elevation Min -30
Elevation Max 85
CameraParams ClipDistance 2
Used in conjunction with a Scene.dat file where one has added a Horizon catagory with a Zmax of 3000 then you should have a great HUMAN visual simulation. eg. the AI's will neither benefit nor be handicaped from this. This is the approximate of the 16km visibility mod. The above changes to the Camaras.dat file can be used without the scene.dat changes without problems though.
MONOLITH
05-28-07, 11:31 PM
although it does not contain the camera mod but its close to what your asking for...
Thanks ATR
Mav87th
05-29-07, 05:52 AM
So Mav... the edited lines in your quote below... these are incorporated into your camera mod, correct?
YES
And if I understand correctly, what this is doing is adjusting things so that the tick marks on the new scope views are accurate with the mast heights on vessels?
YES
:arrgh!:
MONOLITH
05-29-07, 07:36 AM
Thank you.
It appears that the camera view when looking the radar is moved closer to the radar screen as well. Was this intentional?
Now if we can just incorporate Beery's camera distance changes back into the camera.dat, I'll be happy. :yep:
Mav87th
05-29-07, 04:34 PM
Thank you.
Your welcome - glad you like it
It appears that the camera view when looking the radar is moved closer to the radar screen as well. Was this intentional?
Yes - i have deminished FOV(angularangle) a little on the indoor cameras, but left zoom alone as it is 1.
Now if we can just incorporate Beery's camera distance changes back into the camera.dat, I'll be happy. :yep:
Beery would you surply the numbers for that camera to me to incorporate it...:yep:
MONOLITH
05-29-07, 08:36 PM
[quote=MONOLITH]
Beery would you surply the numbers for that camera to me to incorporate it...:yep:
*knocking on my monitor screen to get Beery's attention*
[quote=MONOLITH]
Beery would you surply the numbers for that camera to me to incorporate it...:yep:
*knocking on my monitor screen to get Beery's attention*
Just download RFB - all the camera settings are in the camera settings text file.
Mav87th
05-30-07, 02:05 AM
:oops: Ahhh - now i just have to READ the damn readme.....
this is a great mod.
I don´t know if this is a desired effect, but my scope size has gone quite bigger. This pics is from the observation scope, as you can see it looks quite cropped. is something wrong?
btw, Im running sh4 at 1440x900 (widescreen)
http://img231.imageshack.us/img231/3/76136617qm4.jpg
MONOLITH
06-05-07, 02:56 PM
Oops. Nope, I don't think that was intended.
I'm guessing that's an issue with the cameras.dat file?
Mav87th
06-05-07, 08:26 PM
Cameras.dat has nothing to do with how the 2d overlay graphics of the scope sight is presented. That would be something different like perhaps resolution settings etc.
crap.... lethal, are you around?
Fearless
06-05-07, 10:46 PM
Yep, nothing to do with resolution. My resolution is at 1024x768 and have the same problem as kv has.
well, I compared the old periscope dds and the new one, both canvas are 1024x1024 but the first one occupies much less space inside than the later. Im thinking about resizing it (not the canvas, the scope itself).... btw, what are those lines modifying in the menu.ini file beside changing the overlays?
sorry for not being around much lately ppl. i have to work out some crap in RL right now and am pretty stressed out and don't have much time on my hands.
it it correct that the scopes should be a tad larger than the original, after all, they're the window to our sh4 world ;) , however what you are seeing is due to the resolution (or rather the aspect ratio of it) you are using.
the resolution of this overlay is 1024x1024 (aspect 1:1) iirc.; I used a screen with the aspect of 5:4 (1280x1024) when creating this and tweaked it to fit that. ppl using 4:3 (1024x768,1600x1200) will see *almost* the same as me but a small amount of clipping will occur along the top and bottom nonethelesss. if the aspect gets changed to something narrow like some of those widescreen aspects you will see more clipping which results in the overlay appearing even bigger.
The same issue is occuring with the original overlay as well but might not be apparent because of its small size. the only way to "fix" that i can think of is creating a version for each aspect used...
i could also upload the source image so you guys with strange aspect ratios ;) can resize it to your liking.
Fearless
06-05-07, 11:50 PM
Thanks for the heads-up 13th4l. It is something that can be got used to. :up:
The stock scopes had a near perfect size for my resolution (if they were a little bigger, they would be cropped). Of course I like yours better. BTW, there is a little discussion about the observation periscope actually being brighter at night than simple naked eye observation (a periscopes is in fact a type of telescope). There is some data around that suggest this was true because it had a bigger apperture that allowed more light catching. Since your mod changes the opacity of the attack scope to "simulate" the difference at night, another good way would be leaving the stock opacity and make the obs scope to look a little brighter. Since the scopes are simply overlays, I dont know if this could be done without changing the whole visibility at night time outside the sub.
Perhaps Im asking too much and this can´t be done by a mod and should be hardcoded.
Anyway, I would be happy with the source images alone :up:
i don't see how i could increase brightness since the overlay is a simple texture on top of the 3d scene. the scene isn't getting any brighter or darker but is simply obscured by the overlay more or less.
hang on while i upload the psd somewhere. for simple resizing i'd recommend increasing the canvas size, filling the gaps, and then downsizing the whole image again. some detail will be lost but that is unavoidable unless you redo the whole thing.
MONOLITH
06-06-07, 10:17 PM
Just adding that I didn't realize until after I posted and went back ingame, I have the same thing, periscope screen cropped on top and bottom. Res is 1680x1050.
I can live with it though. It's not really a problem.
panthercules
06-06-07, 10:39 PM
Funny - I didn't realize it until later either, but my Obs scope view is also cropped slightly at top and bottom (running 1024x768). Based on the research/analysis in this thread (http://www.subsim.com/radioroom/showthread.php?p=559347&posted=1#post559347 ), which indicates that the magnification and FOV of both types of scopes was apparently the same, it would seem that actually (assuming the data in the periscope manual cited in that thread is accurate) the view-circle size for the obs/night scope should be the same size as the attack scope, not larger as it is in this mod. If it were made the same size as the attack scope is in this mod, then it would not be cropped/clipped.
Is there an easy way to make the two view-circle sizes the same while still retaining the other differences between the two (in terms of apparent light-gathering, and cross-hair overlay lines, etc.)?
CaptainCox
06-07-07, 03:05 AM
@ l3th4l. Hi man longtime no see ;)
Could you tell me again what code line in the .ini does the cropping of that black cover that you see when sliding out the scope. Its sort a not 100% covered in some angles. Been trying here but can't seem to get it to work. Its sort of covered at an 75dgr angle but then it has a step in it.
Regards CC
i see there are quite a few persons who would like this changed so i think i'll simply include a few different sizes in my next release. be aware that any camera mod that has been adjusted for the lines in the persicope would need to be redone to be accurate again.
i'm thinking of 3 different sizes for the next ver.: one just as it is, one slightly smaller for 4:3, and one corresponding with the original sizes.
Please be patient because, as i've said, i'm having to deal with some crap in RL, too ;)
CC:
cheers, not that long, but it's good to see you're still around :)
as for the ini changes: i couldn't tell you right away wich one are the relevat entries anymore; i don't have sh4 installed atm, so i can't take a look in the ini myself right now. looking at the ini changelog in the mod, i think there are two block of code relevant: G26 for the attack scope and G2B for the obs scope.
Withing the G26 block look for the entries I144-I146, for G2B try 143-145. i've pretty much doone this by trial-and-error so you might need to experiment a bit. those three entries were really confusing to me and in the end i disregarded some of the original data completely and rewrote some from scratch to something that seemed to make a bit more sense to me ;)
for anyone interested in adjusting the scope to their specific resolution/aspect ratio here is the psd file for ya:
>Download< (http://putstuff.putfile.com/86207/7942179)
I request that if you decide to adjust the file to refrain from uploading and posting it somewhere but instead to contact me so i can include it in the next release. I'm not trying to discourage anyone but i would like to avoid having multiple copies of this flying around for clarity and to avoid confusion.
CaptainCox
06-07-07, 07:24 AM
Cheers man!, Will have a look at it.
Mav87th
06-07-07, 09:53 AM
Remember if you adjust the scope image, you will need to adjust the Angular Angle as well to have the ships "fit" in correct size.
Webster
06-07-07, 02:05 PM
just have this one for daytime and when it switches to night vision go to red lines.
panthercules
06-07-07, 07:30 PM
Remember if you adjust the scope image, you will need to adjust the Angular Angle as well to have the ships "fit" in correct size.
Yeah - I was hoping that if you re-sized the obs scope mask/screen to be the same size as the attack scope, you'd be able to use the same tweak numbers (including AngularAngle setting) for the obs scope as are used for the attack scope and you'd get the right results for image size. Any reason that shouldn't work? How easy would it be to make the view/mask for the obs scope be the same as the attack scope?
Mav87th
06-08-07, 04:58 AM
Yeah - I was hoping that if you re-sized the obs scope mask/screen to be the same size as the attack scope, you'd be able to use the same tweak numbers (including AngularAngle setting) for the obs scope as are used for the attack scope and you'd get the right results for image size.
I would belive that would be working correctly.
panthercules
06-15-07, 01:06 AM
So - anybody able to make a new mask/screen for the obs scope that's the same size as the currnet one for the attack scope, but that keeps the different crosshairs etc.?
Uber Gruber
06-15-07, 07:10 AM
Quick question to lethal and/or captioncox....
Would it be possible to modify the OBS scope to act as a sextant ? The goal would be to initially be able to read the angle of the sun from the horizon in degrees...don1read has concluded the following using the OBS in this way:
1. It rotates to ~90° elevation.
2. It can read angles up to 32° above horizon when bottom of lens is poised on horizon.
3. It can read angles from 90° down to 58° when fully rotated upwards to it's upper stop.
This means that only 26° (between 58 & 32) cannot be referenced to the horizon for measuring altitudes of celestial bodies.:yep:
So...If I take a sight on Polaris and I have to swing the scope up to it's upper stop, all I have to do is count # of degrees down from the top of the scope (90°) to the body, then subtract that number from 90 to find it's altitude.
That missing 26° however, contains a lot of stars...but it still might work. The scope must be kept in low magnification however.
So what do you think, is it a possible runner ? I suppose we can increase accuracy later, but even having a workable sextant at this stage would be great!:rock:
Uber Gruber
06-18-07, 08:00 AM
Bump....any input would be gratefully received.
CaptainCox
06-18-07, 01:03 PM
Oh dear...to be totally honest...I have no clue. I would leave this to l3th4l
or someone good at tweaking the cam.dat. Or...i am not 100% what needs to be done to the OBS scope for it to do what you need for the sextant.
Uber Gruber
06-19-07, 05:31 AM
@CaptainCox
Can you look at post 52: http://www.subsim.com/radioroom/showthread.php?t=116170&page=5
Mav is ready to run with cameras.dat but looks like we need a new OBS graphical overlay.
Does this help ?
anyone know if THIS "BETTER SCOPES WEATHERED" is working or will be re worked for v1.3?
this was one of my favorite mods!!!
CaptainCox
07-12-07, 03:45 PM
Not yet, I was gonna wait for l3th4l to do an update (hes mod!)
supposedtobeworking
07-12-07, 09:57 PM
yes this is a must have mod for me...please update as soon as possible!
CaptainCox
07-13-07, 12:26 PM
I took up on me to update this mod as its seems to one of the very popular ones (I hope l3th4l wont mind :oops: )
Please find Better Scopes v1.3 ready here.
(PLEASE CHECK THE READ ME FOR MANUAL INSTALATION!)
DOWNLOAD LINK Better Scopes v1.3
http://files.filefront.com/betterscopes+v1+3rar/;8043180;;/fileinfo.html (http://files.filefront.com/betterscopes+v1+3rar/;8043180;;/fileinfo.html)
ALTERNATIVE DOWNLOAD LINK Better Scopes 1.3
http://www.mediafire.com/?1cht0xy9ycv (http://www.mediafire.com/?1cht0xy9ycv)
ENJOY!
PS to l3th4l or a Subsim MOD!
Update the first post in this thread!
supposedtobeworking
07-13-07, 12:44 PM
hey thanks alot captain! Actually I found the original 1.2 mod pack and I looked at it and there is a menu.ini change log...so I just manually copied in all of the changes listed in that to the 1.3 menu.ini I hope that does the trick...it seems to work in game, so I guess I don't need to download the updated version now...i hope...anyways whata a great mod!
EAGLE_01
07-13-07, 12:56 PM
Thanks for the updated link, Captain. I was looking for this as well. Adds tons of immersion, and is a Must Have!!
Thanks to l3th4l for making it in the first place!!
CaptainCox
07-13-07, 01:34 PM
hey thanks alot captain! Actually I found the original 1.2 mod pack and I looked at it and there is a menu.ini change log...so I just manually copied in all of the changes listed in that to the 1.3 menu.ini I hope that does the trick...it seems to work in game, so I guess I don't need to download the updated version now...i hope...anyways whata a great mod!EXACTLY :up:
Chubster
04-28-10, 12:24 PM
I know this is an old thread but im looking for a better scope for sh4 1.5. Both these links are dead are there any others that people would recommend?
Cheers
danurve
04-28-10, 01:28 PM
Check out Max Optics.
I have these files. I will get the links back up soon. Maybe tonight. I'll post back.
Chubster
04-28-10, 03:15 PM
I have these files. I will get the links back up soon. Maybe tonight. I'll post back.
A true scholar and a gent....Many thanks :salute:
SkyBaron
04-28-10, 04:04 PM
I use this mod. I found it here:
http://www.longam.net/downbelow/sh4.htm
The worn/scratched lenses add to the immersion IMO. :)
Capt. Morgan
05-02-10, 06:26 AM
I know this is an old thread but im looking for a better scope for sh4 1.5. Both these links are dead are there any others that people would recommend?
Cheers
There's a working link to Better Scopes 1.4 (just downloaded it myself) at the site New Captain linked to. ...
I use this mod. I found it here:
http://www.longam.net/downbelow/sh4.htm
The worn/scratched lenses add to the immersion IMO. :)
Nice site! Lots of interesting mods there, Thanks
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