View Full Version : Removing/repositioning peri/uzo reticle?
Is it possible at all to remove/repostion the graded reticle lines in the periscope/uzo views:hmm: ?
I'm just interested in leaving the central crosshair because I'm adding my custom reticle to the Alpha Channel and the old one makes an odd effect :damn:
onelifecrisis
07-23-08, 08:05 AM
Is it possible at all to remove/repostion the graded reticle lines in the periscope/uzo views:hmm: ?
I'm just interested in leaving the central crosshair because I'm adding my custom reticle to the Alpha Channel and the old one makes an odd effect :damn:
It's sortof possible... by messing around with the scope zoom levels and angular angle (in cameras.dat) but you might not like the kind of zoom levels you have to use in order to get rid of them (especially on the UZO)!
Thanks I discovered that already :damn:
I have achieved a reasonable result with a 30º field of view -leaves the reticle out of the image- but I wanted to know if it could be done keeping the historic 40º. Apparently not :shifty:
onelifecrisis
07-23-08, 09:58 AM
Thanks I discovered that already :damn:
I have achieved a reasonable result with a 30º field of view -leaves the reticle out of the image- but I wanted to know if it could be done keeping the historic 40º. Apparently not :shifty:
I tried and tried, but no joy. There are ways but they have problems.
One way involves adding a new, "fake" zoom level at the first position (the first zoom level in the list determines how the lines are drawn). So you have zoom levels like this:
1) something very big (i.e. small angle, to get rid of the lines)
2) first "real" zoom level
3) second "real" zoom level
The problem is that when you zoom "in" from zoom level 3, you go back to zoom level 1 (some sort of engine bug). But, you could actually get around that bug (as well as prevent zooming "out" from zoom level 2) by using AutoHotkey... :hmm:
Hmmm too complicated for me. I'm sticking with my current solution of leaving a FOV of 30º through the Alpha Channel. That hides the reticles well enough and accentuates the effect I was seeking of looking actually *through* an eyepiece...
Observation Scope:
http://img352.imageshack.us/img352/8310/obshotmo2.jpg
Attack Scope:
http://img240.imageshack.us/img240/5130/attshotuz3.jpg
onelifecrisis
07-23-08, 12:17 PM
Nice effect :D
FIREWALL
07-23-08, 12:52 PM
Hi Hitman & OLC :D
I know nothing about modding but....
I keep hearing about porting things over from other games.
Can this be done for this and other things ?
This is one of those " Out of the mouths of babes " sorta things. :D
Probably won't work but thought I'd ask anyhoo.
Unfortunately, this is not the case Firewall :cry: Porting from other games is sometimes possible with 3D models or 2D graphic backgrounds, but the reticle seems to be an encoded effect, directly programmed into the game engine.
FIREWALL
07-23-08, 01:14 PM
Thx HITMAN for takeing the time to explain this. :up:
All the things to do with modding fascinate me and I'm always full of questions. :yep: :D
Seeadler
07-23-08, 03:33 PM
Is it possible at all to remove/repostion the graded reticle lines in the periscope/uzo views:hmm: ?
Aren't the lines stored in the persicope.tga, below in the pic with the other alpha channel objects? If so, the alpha channel for them can be edited out with Photoshop which makes them invisible.
De@dMe@t
07-23-08, 05:24 PM
merge all \ flatten select the center section with magic wand tollerance 0, ctrl+shift+v to invert selection ctrl+c then ctrl+v you have periscope with no alpha just a hole in the middle. create a new background 1024x1024 copy the no alpha layer onto the new background, ie paste as new layer. move to bottom, overlay your new marks by copy and pasting, if you have to copy and paste the origional scope on top to use as a guide for line\marks & then delete it afterwards thats fine,just dont forget to delete it. once finished select merge visible, export as png, psp, tga, i always do 3 incase it messes up while exporting. if you want it as a dds convert the png to dds.
failing that if you have a steady hand and lots of patience try the background eraser.
badwolf
07-23-08, 06:09 PM
Aren't the lines stored in the persicope.tga
No. hardcoded.
Hitman ! It look great, is that your own reticle ? Your not doing a luminent one for night vision and tying it to the redmask are you and putting it over the top ?
Aren't the lines stored in the persicope.tga, below in the pic with the other alpha channel objects? If so, the alpha channel for them can be edited out with Photoshop which makes them invisible.
It seemed so at first sight but no, they are elsewhere :damn: , probably hardcoded like SH2 red triangle :shifty:
merge all \ flatten select the center section with magic wand tollerance 0, ctrl+shift+v to invert selection ctrl+c then ctrl+v you have periscope with no alpha just a hole in the middle. create a new background 1024x1024 copy the no alpha layer onto the new background, ie paste as new layer. move to bottom, overlay your new marks by copy and pasting, if you have to copy and paste the origional scope on top to use as a guide for line\marks & then delete it afterwards thats fine,just dont forget to delete it. once finished select merge visible, export as png, psp, tga, i always do 3 incase it messes up while exporting. if you want it as a dds convert the png to dds.
Thanks that's more or less how I did my current reticles :up: the problem is that the original reticle still shows, no matter what you do to the graphic, because it is hardcoded. So I just hided it on the sides as the pictures above show.
Hitman ! It look great, is that your own reticle ? Your not doing a luminent one for night vision and tying it to the redmask are you and putting it over the top ?
Those reticles are historical ones. The attack scope has the "10" mark at 6.25 degrees, and not at 10 degrees, because it is using mils (radians) as unit and not degrees. The observation scope also uses mils, and the reticle is an exact copy of the real one which I have in a picture of a real german WW2 periscope manual.
The idea of adding the marks to the redmask so that it turns green by night is very good, thanks for the suggestion :up:
badwolf
07-24-08, 09:09 AM
I have been doing a simlar project on my own GUI, after our chat in "[TEC] telemeter Scale in the german optics" thats how I got the redmask idea.
I found you can change things quite a bit. You could make the display area a bit bigger in the camera.dat - camaraParams/Viewpoint to get rid of the marks completely.
Work is on hold at the moment, while I do the ships manual.
(http://www.subsim.com/radioroom/showthread.php?t=138159)
Replace redmask (by grid) not new idea ... and not good ...
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