View Full Version : [REL] PPI Circle Range Mark v1.22
DarkShip
06-10-07, 12:57 PM
@ Redwine,
Thank you, mate :up:
I made 2 variants of your file: One with a modified backgroud transparency the other has thinner bearing lines and range circles.
By any chance, do you remember which font you used for the bearing #?
It would help me to do a special layer allowing bearing # colour variation.
Both files are ready to dl for Mraah so he may chose the one he likes best.
Cheers,
DS
http://i174.photobucket.com/albums/w96/Vinemys/Radar_orangesmall.jpg
Redwine
06-10-07, 04:51 PM
@ Redwine,
Thank you, mate :up:
I made 2 variants of your file: One with a modified backgroud transparency the other has thinner bearing lines and range circles.
By any chance, do you remember wich font you used for the bearing #?
It would help me to do a special layer allowing bearing # colour variation.
Both files are ready to dl for Mraah so he may chose the one he likes best.
Cheers,
DS
http://i174.photobucket.com/albums/w96/Vinemys/Radar_orangesmall.jpg
I cant remember, they are Photoshop fonts... let me to check...
Redwine
06-10-07, 04:55 PM
By any chance, do you remember wich font you used for the bearing #?
DS
Font used....
MS Reference Sans Serif "Sample", Regular, size 18, Sharp.
:up::up::up:
DarkShip
06-10-07, 06:33 PM
Font used....
MS Reference Sans Serif "Sample", Regular, size 18, Sharp.
Great!
Thanks a million :)
DS
DarkShip
06-11-07, 03:05 PM
@ Donut,
Please, check pm.
Files done; let me know what you think :cool:
DS
LukeFF,
Unfortunatly, there is no special file for the shut off radar display in SH4.
Modifying the background colour file (radar.dds) would mainly affect PPI and A-scope active display.
Believe me, a bright green sweep over an orange background is rather... frightening!
:cry:
That's a shame, because obviously the two scopes should have a different texture when shut off. Someday, that sure would be nice to have.
Hey, guys.
When I can to download ...?
I'm out of patience ...
CaptainCox
06-12-07, 02:15 PM
Ditto! :p
AVGWarhawk
06-12-07, 03:42 PM
@ LukeFF and Anvart,
Thanks for your nice comments, guys :cool:
I've sent a PM to Redwine for authorization request before redoing the file.
Will do it as soon as I get a positive reply :yep:
DS
----------------------
http://i174.photobucket.com/albums/w96/Vinemys/Radar_orangesmall.jpg
This is dead on man!!!! Exactly how it looks on the Torsk....the color is dead on well. Nice work. Were can I get this????????????:up:
BTW, very nice colaboration on this. Everyone did a great job working together. What's next?
ReallyDedPoet
06-12-07, 06:59 PM
Looking very nice, like some of the other recent posters, wondering where to get this?
RDP
DarkShip
06-13-07, 01:00 AM
Regarding the orange shut off PPI
@ AVGWarhawk, reallydedpoet,
Thanks, :) but...
As everyone does, I like the scope colour on Gino's pic and I made this one as an amusing break while working on numerous green scopes although I knew we, sadly, could not use it in SH4 (please, read above post # 249)
Also, notice that my scope display is wrong as it shows the bearing ring while this would only be visible when the real CRT is on. (check Mraah's post #232).
Unless one of you Hex geeks finds a way to insert a specific PPI-OFF graphic file and deactivate the ppiCircles.dds when PPI is OFF in the available coding files, we'll have to rely on patch 1.3 and the Devs good will. :hmm:
Cheers,
DS
ReallyDedPoet
06-13-07, 06:08 AM
As everyone does, I like the scope colour on Gino's pic and I made this one as an amusing break while working on numerous green scopes although I knew we, sadly, could not use it in SH4 (please, read above post # 249)
Thanks DS for the reply:up:
RDP
V122 - DarkShip's PPI Set -
Shall be released today! Over next few hours.
(1) 3 PPI Colors - black / blue / blue-green
(2) 3 Variants - with rings / without rings / range scale
(3) Redwine PPI
(4) Donut PPI
Additional downloads :
(1) Mraah Radar.dds Faded Background
(2) Mraah Noise Mod
Thanks for waiting. I'm currently making screen shots and creating seperate downloads for each color set.
Mraah
Can't wait, can not wait any longer!!!!! :ping: :D
It's allmost 1 o'clock in the night here, waiting for the radar to be fixed......
Drinking coffee........
telling the wife to shut u....**** here she comes....
later..........
V122 RELEASED!!!!!!!!!!!
Goto 1st Page of thread ...
Quick link
http://www.subsim.com/radioroom/showpost.php?p=543611&postcount=1
Thanks for waiting everyone!
:ping: Mraah
ReallyDedPoet
06-13-07, 08:37 PM
Thanks for doing this Mraah:up:
Also thanks to all who helped you :yep:
RDP
V122 RELEASED!!!!!!!!!!!
Goto 1st Page of thread ...
Quick link
http://www.subsim.com/radioroom/showpost.php?p=543611&postcount=1
Thanks for waiting everyone!
:ping: Mraah
Note :
Redwines PPI will not work with Noise MOD.
I had to mod a special PPIRadarPS.fx for his PPI.
If anyone wants noise with Redwines PPI and doesn't want to tweak the fx file themselves then let me know. I'll tweak another noise for that set.
:ping: Mraah
Canonicus
06-13-07, 09:16 PM
"All good things come...to those that wait!".....
Thanks Mraah!....simply beautiful work! :up:
Mraah, can I ask you to make one other set of markings for your BlueGreen spiderweb variant? Basically, this is what I'd like:
The same bearing numbers as on the Donut variant (0-30-60-90, etc)
A circle bordering the bottom edge of these numbers.
No bearing tick marks below or in between the bearing numbers.In the end, it should look similiar to this:
http://www.usscobia.com/P2050014.jpg?%22
Thanks!
Mraah, can I ask you to make one other set of markings for your BlueGreen spiderweb variant? Basically, this is what I'd like:
The same bearing numbers as on the Donut variant (0-30-60-90, etc)
A circle bordering the bottom edge of these numbers.
No bearing tick marks below or in between the bearing numbers.In the end, it should look similiar to this:
http://www.usscobia.com/P2050014.jpg?%22
Thanks!
LukeFF,
Although DarkShip's the resident artist, this would be my rough draft of what you might be looking for from the photo ;
A self illuminating red overlay grid ....
http://i155.photobucket.com/albums/s300/raabmraah/PPI_FF_MR_red.jpg
:ping: Mraah
CaptainCox
06-14-07, 12:36 AM
Cheers Mraah, have to check it this evening. Looks good but...all of them ;)
Cheers:up: :up: :up: :up:
You're the man, the main man
Mraah, good to have you aboard
cheers:up: :up: :up: :up:
doc1133
06-14-07, 06:45 AM
:yep: absolutly fantastic.
i wish i could do tweaking and modding, but havent got a cloo.
thank you so much for all your time and effort, it really is wonderfull.:up: :up: :up: :D :D
Redwine
06-14-07, 07:33 AM
WOW !!!
AMAZING job Mraah !!! :up::up::up:
:ping: = :up: :rock: :|\\
doc1133
06-14-07, 09:27 AM
great mod,
but cant get close to scope,
have put in jsoft files and tweaks for close view,
but nothing happens.
please help:oops:
Redwine
06-14-07, 10:45 AM
great mod,
but cant get close to scope,
have put in jsoft files and tweaks for close view,
but nothing happens.
please help:oops:
You must to use the inside free camera to have a closer view.
Sadly you will appears into the control room, then you must to "navigate" inside the sub with the free camera up to arrive to the conning tower and then you can have a close up of the radar screens.... :up::up::up:
I thought someone, somewhere modded this
Canonicus
06-14-07, 11:46 AM
great mod,
but cant get close to scope,
have put in jsoft files and tweaks for close view,
but nothing happens.
please help:oops:
You must to use the inside free camera to have a closer view.
Sadly you will appears into the control room, then you must to "navigate" inside the sub with the free camera up to arrive to the conning tower and then you can have a close up of the radar screens.... :up::up::up:
Well.... Thats one way to get closer ....
But this is a better way, mate...
See this link...
http://www.subsim.com/radioroom/showthread.php?t=115800 (http://www.subsim.com/radioroom/showthread.php?t=115800)
Redwine
06-14-07, 03:10 PM
great mod,
but cant get close to scope,
have put in jsoft files and tweaks for close view,
but nothing happens.
please help:oops:
You must to use the inside free camera to have a closer view.
Sadly you will appears into the control room, then you must to "navigate" inside the sub with the free camera up to arrive to the conning tower and then you can have a close up of the radar screens.... :up::up::up:
Well.... Thats one way to get closer ....
But this is a better way, mate...
See this link...
http://www.subsim.com/radioroom/showthread.php?t=115800 (http://www.subsim.com/radioroom/showthread.php?t=115800)
Yes... you are right, i forget that...
I made that using Hexeditor... look at page 9 of this present topic... i forget that sorry.
Too much mods !!! :rotfl:
@ Doc1133 :
If you have troubles to have the zoom in effect usiung minitweaker, you can try Hexediting the Camera file.
Look at the page 9 of this present topic, post #161
http://www.subsim.com/radioroom/showpost.php?p=551946&postcount=161
Julius Caesar
06-14-07, 04:22 PM
good stuff :up:
Thanks again guys for some really great work!
panthercules
06-15-07, 01:17 AM
OK - this is looking really fine, but I'm confused about the installation methodology. I D/L'ed the latest (1.22, full set of many different types), and decided to install one of the Bluegreen spider with dark versions. I really liked the smaller contact blips, so I also D/L'ed and installed that adjunct mod recommended at the end of the first post. I also wanted to get rid of the word "range" on the screen, so I D/L'ed that adjunct mod also recommended at the end of the first post. However, when I tried to install that last one with JSGME, it reported several conflicts with the first two mods.
Do you need to install all three mods to get rid of the word "Range" while still having the cool screen/overlay and the smaller blips, and, if so, is there a particular order that you need to install them in so as to get the best end result? Or is this not yet ready for prime time in terms of being able to get a fully-usable result when installing via JSGME?
buteobuteo
06-15-07, 08:23 AM
Panthercules.
Just unzip Anvarts RADARSWEEP mod to a temp folder and open the Radarsweep folder in your temp folder. Then just copy and paste the SHControllers ACT file to the main SH4 folder.
I think it works on the stock radar as well.
Julius Caesar
06-15-07, 02:34 PM
Question: I want to use "Bluegreen Spiderw + Rg circles-dark" but why are now ranges 10-20-30 instead of 5-10-15 and 20-40-60 instead of 10-20-30?
Question: I want to use "Bluegreen Spiderw + Rg circles-dark" but why are now ranges 10-20-30 instead of 5-10-15 and 20-40-60 instead of 10-20-30?
The range scale displayed on the PPI is only compatible with the default SH4 range step... ie 8|40|80 or my range step mod of 80|40|8.
If you modded your range step to read 8|20|40 or 40|20|8 it will not change the PPI scale.
Perhaps we can ask Darkship to make a new PPI set for various range step.
Mraah
panthercules
06-15-07, 10:24 PM
Panthercules.
Just unzip Anvarts RADARSWEEP mod to a temp folder and open the Radarsweep folder in your temp folder. Then just copy and paste the SHControllers ACT file to the main SH4 folder.
I think it works on the stock radar as well.
Thanks - worked like a charm - just deleted everything except that ACT file from Anvart's mod, so I could still install it via JSGME, and bingo - the "range" word is gone - thanks for the tip! And thanks to Mraah, Anvart, Redwine and all the others for this great work :up:
Stew U-582
06-15-07, 10:26 PM
I tried using the stepdown set but found the A scope ranges out of sinc
eg
a scope ppi
short 40000
med 20000
long 8000
so when your on ppi at 40000 you cant read the A scope its off range
Panthercules.
Just unzip Anvarts RADARSWEEP mod to a temp folder and open the Radarsweep folder in your temp folder. Then just copy and paste the SHControllers ACT file to the main SH4 folder.
I think it works on the stock radar as well.
Thank you for clarifying that buteobuteo.:D .
I reworded the download link to help make it clear what file is needed in Anvarts mod to remove the word "range".
Mraah
I tried using the stepdown set but found the A scope ranges out of sinc
eg
a scope ppi
short 40000
med 20000
long 8000
so when your on ppi at 40000 you cant read the A scope its off range
EDIT: You're right!!! I just editted this post explaining what I saw and I just rechecked your observation. It's almost one scale off or totally off.
Hmmmm.... Appears I'll have to edit the A-scope range step to boot!
Mraah
A Dark Blue Azimuth + Range Scale
Here's a screen shot of DarkSHips Blue PPI Set (#2) using my Faded Green background mod on top. Notice the Blue color is really dark blue.
If you like the darker blue I can make an additional blue set ... or, if you want it now and prefer another type of background color (other than the faded green) you can simply swap out the PPIRadarPS.fx file from my faded mod and place it into the Blue grid's mod.
Basically, for those who like to tweak, all it does is multiply the grid's alpha by 1.11 (brightness increase) and dims the sweep to 80% normal.
You can see the /0.9f which is the same as *1.11f . Earlier in my fx tweaks I used division to increase but it wasn't necessary.
http://i155.photobucket.com/albums/s300/raabmraah/ADarkBLUEPPI.jpg
:ping: Mraah
:up: ---- UPDATE ----:up:
PPI - Ascope Range Tweak ---- Version 2
Corrects A-scope Error - Thanks STEW-U582 !
See details below - also added to 1st page of thread.
Thank you everyone!!
-----------------------
-----------------------
1. -- VERSION 2 --- PPI-Ascope_SIM tweak files for all four sub classes.
--- Needs TimeTravellers MiniTweaker ---
---Tweaks PPI + Ascope Range Step value's and PPI Range Readout size. ---
http://files.filefront.com/PPI+Ascope+SIM+tweak+v2zip/;7809179;;/fileinfo.html (http://files.filefront.com/PPI+Ascope+SIM+tweak+v2zip/;7809179;;/fileinfo.html)
(http://files.filefront.com/PPI_Range_Text_CT_CR_SIM_szip/;7635005;;/fileinfo.html)
2. -- VERSION 2 --- Range Step Mod :
--------------------------------------------------------------------
Range Step Change Variations --- 80|40|8 ... 40|20|8 ... 40|20|10. <---- VERSION 2
--------------------------------------------------------------------
For SH4, v1.2 Only.
Stand alone mod.
Version 2 Adds A-scope range correction
JSGME COMPATIBLE --- just unzip to your mods folder.
I tested it while "IN BASE". I don't know if it will work on a saved game outside base.
Use at own risk!!!
Can be shared and modified into your own mod without my permission, however, please include this readme.
Mod wasn't possible without TimeTravellers Mini-Tweaker!!!!
------------
FILE CHANGES ;
------------
1. data\interior\NSS_Gato\NSS_Gato_CT.sim
2. data\interior\NSS_Porpoise\NSS_Porpoise_CT.Sim
3. data\interior\NSS_Salmon\NSS_Salmon_CT.Sim
4. data\interior\NSS_Sclass\NSS_Sclass_CR.Sim
------------
GAME CHANGES ;
------------
Changes default range selection to 80k or 40k (depending on which mod you download)
Each mouse click decreases range from 80 (40)--> 40 (20)--> 8 (10) ... depending on which mod. Allows for natural range stepping when approaching a target.
This mod was not possible without the creation of Timetravellers Mini-Tweaker Program! --- Thank you TimeTraveller!
1. Range Step 80 | 40 | 8 download ;
http://files.filefront.com/Range+Step+80+40+8+v2zip/;7809181;;/fileinfo.html (http://files.filefront.com/Range+Step+80+40+8+v2zip/;7809181;;/fileinfo.html) (http://files.filefront.com/Range_Step_80_40_8zip/;7635004;;/fileinfo.html)
2. Range Step 40 | 20 | 8 download ;
http://files.filefront.com/Range+Step+40+20+8+v2zip/;7809182;;/fileinfo.html (http://files.filefront.com/Range+Step+40+20+8+v2zip/;7809182;;/fileinfo.html) (http://files.filefront.com/Range_Step_40_20_8zip/;7635001;;/fileinfo.html)
3. Range Step 40 | 20 | 10 download ;
http://files.filefront.com/Range+Step+40+20+10+v2zip/;7809180;;/fileinfo.html (http://files.filefront.com/Range+Step+40+20+10+v2zip/;7809180;;/fileinfo.html) (http://files.filefront.com/Range_Step_40_20_10zip/;7635003;;/fileinfo.html)
Screen Shot - Sclass / 80|40|8 / Range Step Mod v2
http://i155.photobucket.com/albums/s300/raabmraah/SH4Img17-6-2007_10.jpg
Holler at me if you have a problem/suggestion!
Thank you.
:ping: Mraah
CaptainCox
06-17-07, 12:49 PM
Again brilliant work man! cheers:up:
ReallyDedPoet
06-17-07, 01:10 PM
Real nice work Mraah:up:
RDP
1. -- VERSION 2 --- PPI-Ascope_SIM tweak files for all four sub classes.
--- Needs TimeTravellers MiniTweaker ---
---Tweaks PPI + Ascope Range Step value's and PPI Range Readout size. ---
Question on this one: I see the range values for the two displays are different. Is this by design, or should they both be the same values?
Also, with the files installed, I have the following anomaly:
http://img.photobucket.com/albums/v258/LukeFF/SH4Img17-6-2007_16.jpg
As you can see, the PPI set to short range, while the A-scope shows the long range setting. Is there a reason for this happening?
Also, with the files installed, I have the following anomaly:
As you can see, the PPI set to short range, while the A-scope shows the long range setting. Is there a reason for this happening?
There's no anomaly. Remember, the A-scope ranges are in hundreths of meters(yards), so add two zero's to the range ... ie the short range (step 3) on the A-scope shows 0-10-20-30-40-50-60-70-80 , this translates to 0-8000m, not 80,000.
In v2 of my range step mod I used ranges for the A-scope that match the range displayed on the PPI, for simplicity and to allow the "pips" to be displayed, ie not off the scale.
If you're using my 80|40|8 mod and would prefer the default SH4 range scale you can make this tweak (I'm at work so I don't have the default values handy but if memory serves me right the below tweak is the default range with just a swap of 1 and 3 :
Step 1 = 6000
Step 2 = 2000
Step 3 = 300
The values are the increments. In my remarks I added the (range x 8) to remind me of how many increments are display, ie total range 0-2400m. So, with a value of 300 you would see this on the bottom scale :
0-3-6-9-12-15-18-21-24
:ping: Mraah
There's no anomaly. Remember, the A-scope ranges are in hundreths of meters(yards), so add two zero's to the range ... ie the short range (step 3) on the A-scope shows 0-10-20-30-40-50-60-70-80 , this translates to 0-8000m, not 80,000.
In v2 of my range step mod I used ranges for the A-scope that match the range displayed on the PPI, for simplicity and to allow the "pips" to be displayed, ie not off the scale.
Ah, that explains it. I'll keep it then like it is. Thanks! :ping:
OakGroove
06-19-07, 02:57 PM
Nice work! Is there also a red filter version available?
Holler at me if you have a problem/suggestion!
It looks like you're about to be made obsolete! :D
http://resources.ubi.com/resources/67/67955-Radar-ascope.jpg
Proper green lighting, a historically correct range indicator, and markings for the knobs and switches! :ping: Go devs go!
nomad_delta
06-20-07, 07:51 PM
Jeebus, check that out! That's just a A-Scope though, which I hardly ever look at 'cause I can't figure out how to glean any relevant information from it anyway. (I suppose maybe I'll use it if it's fixed to make some kinda sense...)
I wonder if the devs are reworking the PPI as well? I've gotten kinda attached to Mraah's w/ the bluegreen spiderweb.
nomad_delta
It looks like you're about to be made obsolete! :D
Proper green lighting, a historically correct range indicator, and markings for the knobs and switches! :ping: Go devs go!
That looks wicked good!!
I'm waiting for v1.3 and from there we'll see what the PPI looks like and make some more mods.
I hope the Dev's make an A-scope in place of the PPI for the early SJ with a seperate bearing indicator. I really want them to make a smaller range indicator unit for the PPI so we can use that while at the station. This way the big A-scope is for the SD and have the PPI w/ smaller A-scope for the SJ and SJ-I.
That would be awesome!
I'm wondering if asking the Dev's for intensity dials for the sweep and grid would be asking them too much, eh?
Mraah
I'm wondering if asking the Dev's for intensity dials for the sweep and grid would be asking them too much, eh?
I guess it wouldn't hurt to ask!
Jeebus, check that out! That's just a A-Scope though, which I hardly ever look at 'cause I can't figure out how to glean any relevant information from it anyway. (I suppose maybe I'll use it if it's fixed to make some kinda sense...)
The A-Scope display tells you the range to the target as picked up by your SJ or SD radar. In the pic above the radar is picking up a target at about 600 meters.
Nice work! Is there also a red filter version available?
Now that 1.3 is out a red filter version would be nice indeed.
Canonicus
07-23-07, 05:45 AM
Yes!....
Mraah...you need to get busy and give us a real nice red display.
PLEASE?
This is an old one...
[/URL]
[URL="http://imageshack.us/"]http://img264.imageshack.us/img264/7129/untitled1ox6.jpg (http://www.subsim.com/radioroom/showpost.php?p=601854&postcount=2)
We need new ones..
Nice work! Is there also a red filter version available?
Now that 1.3 is out a red filter version would be nice indeed.
You can to change color in PPIRadarPS.vx.
Examples (i have removed blur, it is not pleasant to me):
1) Red:
float Fade:register(c0);
float Intensity:register(c1);
sampler map: register(s0);
sampler grid: register(s1);
sampler noise: register(s2);
sampler fadetex: register(s3);
struct PS_IN
{
float2 Tex0 : TEXCOORD0;
float2 Tex1 : TEXCOORD1;
float2 Tex2 : TEXCOORD2;
float2 Tex3 : TEXCOORD3;
};
float4 main( PS_IN In ) : COLOR
{
float4 color = tex2D(fadetex,In.Tex0);
float4 ret=color;
ret.rb+=pow(ret.g,16);
// ret=pow(ret,1.5);
ret.rgb = ret.gbr * float3(1.8, 0.6, 0.6);
return ret * (0.5 + Intensity*0.5);
}
2) Green:
float Fade:register(c0);
float Intensity:register(c1);
sampler map: register(s0);
sampler grid: register(s1);
sampler noise: register(s2);
sampler fadetex: register(s3);
struct PS_IN
{
float2 Tex0 : TEXCOORD0;
float2 Tex1 : TEXCOORD1;
float2 Tex2 : TEXCOORD2;
float2 Tex3 : TEXCOORD3;
};
float4 main( PS_IN In ) : COLOR
{
float4 color = tex2D(fadetex,In.Tex0);
float4 ret=color;
ret.gb+=pow(ret.r,16);
// ret=pow(ret,1.5);
ret.rgb = ret.rgb * float3(0.1, 1.6, 0.1);
return ret * (0.5 + Intensity*0.5);
}
Yes!....
Mraah...you need to get busy and give us a real nice red display.
PLEASE?
Devs have hidden PPI texture ...
Yes!....
Mraah...you need to get busy and give us a real nice red display.
PLEASE?
Devs have hidden PPI texture ...
Anvart,
Thanks for tips!! Yes, I noticed PPI texture no longer being used. I suspect it's being drawn by code in the SHController.act file ???? I say this because it's clean and basic, just lines and straight azimuth text. Perhaps you can have a look please? I'm thinking the text can be removed like you did in v1.3.
Thanks
Mraah
Jace11,
Is this real and working or just a bit of smoke and mirrors? :cool:
Mraah
This is an old one...
http://img264.imageshack.us/img264/7129/untitled1ox6.jpg (http://imageshack.us/)
We need new ones..
That picture is REAL but its my PPI in 1.2 using an edited version of your PPI grid (edited colour and radial blurs, softened text etc) so it shows up as orange on the red background...
I removed the RANGE and the RANGE NUMBERS too using anvarts SH4controller.act as a guide...
I copied the original 1.3 shader into 1.2:
Original 1.3 PPIRadarPS.fx
float Fade:register(c0);
float Intensity:register(c1);
sampler map: register(s0);
sampler grid: register(s1);
sampler noise: register(s2);
sampler fadetex: register(s3);
struct PS_IN
{
float2 Tex0 : TEXCOORD0;
float2 Tex1 : TEXCOORD1;
float2 Tex2 : TEXCOORD2;
float2 Tex3 : TEXCOORD3;
};
float4 main( PS_IN In ) : COLOR
{
// compute blurred color
float4 blur=0;
int N = 7;
float R = 0.08;
float Rcolor = 0.005;
blur = tex2D(map, In.Tex0);
for(int i=0;i<N;i++)
{
float angle = i*2*3.1419265/N;
float2 coordblur = In.Tex0 + float2(cos(angle),sin(angle))*R;
float2 coordcolor = In.Tex0 + float2(cos(angle),sin(angle))*Rcolor;
blur += tex2D(map, coordblur);
blur += tex2D(fadetex, coordcolor);
}
blur/=(2*N+1);
blur = pow(blur,1.7);
//blur = pow(max(0,(blur-0.2)*1.3+0.2),2);
//blur.rb+=pow(blur.g,8);
//float4 noise=tex2D(noise,In.Tex2*4)*Intensity;
float4 color = tex2D(fadetex,In.Tex0);
//color.rb+=pow(color.g,8);
float4 ret=color;//+blur*0.25;
ret.rb+=pow(ret.g,16);
ret=pow(ret,1.5);
ret = ret+blur*3;
ret.rgb = ret.gbr * float3(1.15, 1, 1);
return ret * (0.5 + Intensity*0.5);
/*
color=color+(noise.r-0.5f)*0.5f;
float4 grid=tex2D(grid,In.Tex1);
color=lerp(color,grid,grid.a);
return color;
*/
}
EDITED VERSION:
float Fade:register(c0);
float Intensity:register(c1);
sampler map: register(s0);
sampler grid: register(s1);
sampler noise: register(s2);
sampler fadetex: register(s3);
struct PS_IN
{
float2 Tex0 : TEXCOORD0;
float2 Tex1 : TEXCOORD1;
float2 Tex2 : TEXCOORD2;
float2 Tex3 : TEXCOORD3;
};
float4 main( PS_IN In ) : COLOR
{
// compute blurred color
float4 blur=0;
int N = 7;
float R = 0.04;
float Rcolor = 0.004;
blur = tex2D(map, In.Tex0);
for(int i=0;i<N;i++)
{
float angle = i*2*3.1419265/N;
float2 coordblur = In.Tex0 + float2(cos(angle),sin(angle))*R;
float2 coordcolor = In.Tex0 + float2(cos(angle),sin(angle))*Rcolor;
blur += tex2D(map, coordblur);
blur += tex2D(fadetex, coordcolor);
}
blur/=(2*N+1);
blur = pow(blur,1.8);
//blur = pow(max(0,(blur-0.2)*1.3+0.2),2);
//blur.rb+=pow(blur.g,8);
//float4 noise=tex2D(noise,In.Tex2*4)*Intensity;
float4 color = tex2D(fadetex,In.Tex0)+tex2D(grid,In.Tex1);
//color.rb+=pow(color.g,8);
float4 ret=color;//+blur*0.6;
ret.rb+=pow(ret.g,16);
ret=pow(ret,1.4);
ret = ret+blur*3;
ret.rgb = ret.gbr * float3(1.2, 1, 1);
return ret * (0.5 + Intensity*0.85);
/*
color=color+(noise.r-0.5f)*0.5f;
float4 grid=tex2D(grid,In.Tex1);
color=lerp(color,grid,grid.a);
return color;
*/
}
HIGHLIGHTED in yellow is the main change:
Basically the same edit you guys used to get the PPI grid to show.. I think you could do the same in 1.3 and get it to show again but there is the new grid lines, which may interfere, and I don't know how to remove them...
Question: the PPI's beam in 1.3 has a very jagged edge to it. Is there any way to clean it up so it has a more smooth edge to it?
I removed the RANGE and the RANGE NUMBERS too using anvarts SH4controller.act as a guide...
float4 color = tex2D(fadetex,In.Tex0)+tex2D(grid,In.Tex1);
HIGHLIGHTED in yellow is the main change:
Basically the same edit you guys used to get the PPI grid to show.. I think you could do the same in 1.3 and get it to show again but there is the new grid lines, which may interfere, and I don't know how to remove them...
jace11,
Very good work!! You're well ahead of me on this subject :up: .
When you have a moment, can you provide a link to your modded ACT file or explain your change to remove the text. I looked at the ACT earlier but I couldn't figure out where and what to change.
I have a feeling the new grid lines where coded into the ACT file as well or somewhere. If we can drop their lines we'll be back in business. Again, Anvart might be able to do it ... he's has more of a grasp on the inner workings.
Oh, I tried the "lerp" command but you had it right, the old "+tex2d(grid,In.Tex1)" additon seemed to work fine.
Mraah
Question: the PPI's beam in 1.3 has a very jagged edge to it. Is there any way to clean it up so it has a more smooth edge to it?
Luke,
There might be a way. I'll have to experiment with the PS code. Are you running with the default PS shader file or the modded Anvart (no blur)?
P.S. I've read up how to "sharpen" an image and it might all that needs done but I'm at work now so I can't mess with it until later this morning. I found a tutorial a few months ago on the web explaining pixel shader ... it's really good and if you like to experiment with the command lines try it out :
http://www.facewound.com/tutorials/shader1/
mraah
Yes!....
Mraah...you need to get busy and give us a real nice red display.
PLEASE?
Devs have hidden PPI texture ...
Anvart,
Thanks for tips!! Yes, I noticed PPI texture no longer being used. I suspect it's being drawn by code in the SHController.act file ???? I say this because it's clean and basic, just lines and straight azimuth text. Perhaps you can have a look please? I'm thinking the text can be removed like you did in v1.3.
Thanks
Mraah
I think, that it's hidden texture...?
Because when you reduce brightness of PPI image (shader-code), you can see non-even painting of figures ...????
I can be not right ...
And next, blur must to be for target-mark only (as reflected signal)...
Roger Dodger
08-10-07, 04:06 PM
V122 RELEASED!!!!!!!!!!!
Goto 1st Page of thread ...
Quick link
http://www.subsim.com/radioroom/showpost.php?p=543611&postcount=1
Thanks for waiting everyone!
:ping: Mraah
Are these MODs compatable with SH4 V1.3 and Trigger Maru V1.4?
Both the original post (1st page) and the README state "SH4 V1.2". Also, I can't find anywhere in this thread that it is 1.3 compatable.
The efforts of all who have worked/are working on these MODs are appreciated. :sunny: Thanx
LtCdr. Roger Dodger, USCG(R)
USS S-23 (SS 128)
Cavite, Philippines
@Rogerdoger
The work of Mraah's radatr fixes was all for version 1.2
In version 1.3 the radar is fixed by the devs.
I don't know if Mraah is still working on radar issues.
Roger Dodger
08-11-07, 06:13 PM
@Rogerdoger
The work of Mraah's radatr fixes was all for version 1.2
In version 1.3 the radar is fixed by the devs.
I don't know if Mraah is still working on radar issues.
DRAT! They fixed it so it looks pretty good, but didn't include the range circles. I had hoped to use those. Let me know if Mraah can get them working for SH 1.4 .
Thanx muchly,
LtCdr Roger Dodger, USCG(R)
S-23 (USS 128)
Cavite, Philippines
(Freemantle, Australia)
@Rogerdoger
The work of Mraah's radatr fixes was all for version 1.2
In version 1.3 the radar is fixed by the devs.
I don't know if Mraah is still working on radar issues.
DRAT! They fixed it so it looks pretty good, but didn't include the range circles. I had hoped to use those. Let me know if Mraah can get them working for SH 1.4 .
Thanx muchly,
LtCdr Roger Dodger, USCG(R)
S-23 (USS 128)
Cavite, Philippines
(Freemantle, Australia)
Sorry everyone. I've been working alot of overtime this past month and I haven't found the time to get out a v1.3 yet. The hidden grid's the road block.
Next month, September, I'm not scheduled overtime and I'll be able dive back into to ... I don't see a light at the end of the tunnel though :cry: .
Mraah
Take your time Mraah, all good things need time.....:up:
I need another 7 years before I retire, counting every second......:down:
Take care......:know:
I appreciate this is an old thread but can anyone re-upload any of these mods please? :yeah:
Roger Dodger
08-01-12, 05:37 PM
I appreciate this is an old thread but can anyone re-upload any of these mods please? :yeah:
If you will send me a PM with your email address, I'll send you what I have. I only kept the "Black Spiderw + Rg circles-standard" portion of the entire MOD. That was the one that worked best for me.
Admittedly, I haven't used it since TMO2.0 was released. I like the TDC portion that is now included and don't want to mess that up. Someday, I'll enable it and find out for sure.
Good Hunting!
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.