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View Full Version : Annoucement: RADIONE texture looking for UI mod


gap
03-04-13, 02:44 PM
Good looking Radione R2 texture, high definition, dial and knobs owner, looking for serious relationship with reliable UI Mod, preferably in the subsim area. Recent picture enclosed.

No time wasters :D

http://img17.imageshack.us/img17/522/radioner2.png

GT182
03-04-13, 07:24 PM
Looks great Gap. But also do it for those not using Ui mods.... pretty please. ;)

gap
03-04-13, 07:51 PM
Looks great Gap. But also do it for those not using Ui mods.... pretty please. ;)

The decision is not on me: I am ready to edit the present texture for making it to fit any of the existing UI mods, but it is on UI modders to accept my proposal and to make the needed changes into their own mods. :03:

SkyBaron
06-15-13, 09:57 AM
Excuse my ignorance :) but was that the standard radio issued to U-boats? Do you have links with more info about it? How did it work, etc. I might try to make a mod with it, but I need more info.

Edit: Just took a quick look at SH4 and that's the same radio texture for the fleet boats! :doh: That needs to be changed!

gap
06-16-13, 06:54 AM
Excuse my ignorance :) but was that the standard radio issued to U-boats? Do you have links with more info about it? How did it work, etc. I might try to make a mod with it, but I need more info.

Hi SkyBaron,

yes, both the Radione R2 and R3 models (see picture below), were two of the most common radio broadcast receivers used by Vermacht and by Kriegsmarine, aboard U-boat and other vessels. See this link (http://www.worthpoint.com/worthopedia/german-military-radio-radione-r2-1939-eltz-u-boat) or this one (http://www.uboatarchive.net/KTBNotesCommunicationsCumulativeEdition.htm) for further reference.

http://www.radiomuseum.org/forumdata/users/3634/R2x_1.JPG
Radione R2

http://historische-elektronik.piranho.de/Hyperlink%20D/R3-Dateien/image008.jpg
Radione R3

Both received in the LW, AM and SW bands. Talking more specifically about the R2 model, the tree bands were marked on the main dial by different colour rings: white, green and red. Both radios had two main knobs: one for frequency tuning, and one for volume, though their positions changed from R2 to R3. On the top of both radios, there was one main switch which, I suspect, switched among the off position and the three different bands (see picture below).

http://www.gamperaudio.ch/upload/img/big2/83fde96aa602ba9bb782a55679491b82.JPG?artID=1522&PHPSESSID=7856352f2b94a3a9bf31869da7a99e3b


Moreover, there were some more switches, but I ignore what was their use.

If required, I can add to my textures a top view of the radio with its controls and a bigger detail of the dial with readable radio stations. Also adding textures for the missing switches (in various positions) is not a problem.

I am on a trip now, but I will post further detail as soon as possible. :up:


Edit: Just took a quick look at SH4 and that's the same radio texture for the fleet boats! :doh: That needs to be changed!

yep, that one is a reproduction of an US radio broadcast receiver :-?

SkyBaron
06-16-13, 08:11 AM
Hi Gabriele,

Thanks for the info. I was able to import the radio and made the buttons work in SH5:

http://i1286.photobucket.com/albums/a605/skybaron123/rd_zps99ba2baa.jpg

The only dial control available for the radio indicator (DIAL_RADIO_RANDOM_INDICATOR) randomizes the needle position making it oscillate from left to right until it finds a station. So you can't corelate a station frequency with the needle position. It behaves more like a decibel indicator.:doh: I'll make the need oscillate just a short interval, otherwise it'll look too odd.

Maybe for the R3 model if you could come up with a circular texture for the frequencies that could be places behind a mask for the indicator window, something like this:


http://i1286.photobucket.com/albums/a605/skybaron123/r3_zps2606c3ea.jpg

... so that when the rotation is randomized, it would look more realistic than just a little needle oscillating.

I'll also add the actual static sound of the Radione R2 to this mod, edited from this video:

http://www.youtube.com/watch?v=jr7x9r6-xzE

I can do two mods for the R2 and R3. The hardest part are the textures! :)

Sartoris
06-16-13, 11:05 AM
Looks really good! It would be even cooler if you could make a functioning 3D model of it and include it in the game! :up::yeah:

gap
06-16-13, 06:11 PM
Hi Gabriele,

Thanks for the info. I was able to import the radio and made the buttons work in SH5:

:yeah:


The only dial control available for the radio indicator (DIAL_RADIO_RANDOM_INDICATOR) randomizes the needle position making it oscillate from left to right until it finds a station. So you can't corelate a station frequency with the needle position. It behaves more like a decibel indicator.:doh: I'll make the need oscillate just a short interval, otherwise it'll look too odd.

That's a shame. In view of a possible relation between the tuned station and the position of the needle, I had calculated a formula for converting frequencies into angular offsets, and I was planning to create a zoomed-in version of the dial tha woul have popped up while mousing over the tuning knob. :-?

Adding a knob for band selection and limiting the frequency range that can be tuned to the currently selected band was anothe idea I had, but I am not really sure if implementing it in game is possible or not.

About knobs, do you think controlling them via mousewheel is a feasible idea?

Maybe for the R3 model if you could come up with a circular texture for the frequencies that could be places behind a mask for the indicator window...

... so that when the rotation is randomized, it would look more realistic than just a little needle oscillating.

Yes, this is another idea I had. I will work on the texture as soon as possible. :)

I'll also add the actual static sound of the Radione R2 to this mod, edited from this video:

http://www.youtube.com/watch?v=jr7x9r6-xzE

Cool! :up:

I can do two mods for the R2 and R3. The hardest part are the textures! :)

Textures are not a problem. I think we should reduced a bit their size, in order to make them to fit better the rest of TDW's UI. I can also reduce the x mark, as suggested by you. Let me know if you think there is any other improvement I should apply to the current textures :salute:

Looks really good! It would be even cooler if you could make a functioning 3D model of it and include it in the game! :up::yeah:

I agree, but I am not really sure that it is going to be feasible as it would require a set of 3d object controllers which are probably missing from game. What maybe can be done, is adding the radio as an object that, if clicked, would open the normal radio receiver interface :hmm2:

SkyBaron
06-17-13, 08:35 AM
:yeah:

That's a shame. In view of a possible relation between the tuned station and the position of the needle, I had calculated a formula for converting frequencies into angular offsets, and I was planning to create a zoomed-in version of the dial tha woul have popped up while mousing over the tuning knob. :-?

Adding a knob for band selection and limiting the frequency range that can be tuned to the currently selected band was anothe idea I had, but I am not really sure if implementing it in game is possible or not.


Maybe changing the program's code itself like TDW is doing with his patch, but that's a little beyond my knowledge right now. :)




About knobs, do you think controlling them via mousewheel is a feasible idea?

The two buttons associated with the stations tuning are Next and Previous station only. A mouse wheel control would work better if you could rotate the button and stop the needle whenever you stopped rotating the wheel like a real tuner. This may be possible through code modification like the above idea.
The way I'm doing it, the button will rotate to the right or left when you click it , using the 7 rotation state pictures form your texture.


Let me know if you think there is any other improvement I should apply to the current textures :salute:
Maybe just a resized picture like you said. Also what about the second small switch above the speaker. Did it have any function? I'm using the middle one as on/off switch.

gap
06-17-13, 09:19 AM
Maybe changing the program's code itself like TDW is doing with his patch, but that's a little beyond my knowledge right now. :)


The two buttons associated with the stations tuning are Next and Previous station only. A mouse wheel control would work better if you could rotate the button and stop the needle whenever you stopped rotating the wheel like a real tuner. This may be possible through code modification like the above idea.

I see, evidently there is too limited code support for the features I wanted to implement :)



The way I'm doing it, the button will rotate to the right or left when you click it , using the 7 rotation state pictures form your texture.

Okay, I hope you have managed to get the same knob to control the tuning. My idea was to divide it in two halves (next and previous), making its state (7 steps rotation) to change according to the half clicked: anticlockwise rotation / tuning down when the left half is clicked, clockwise rotation / tuning up, when the right half is clicked.


Maybe just a resized picture like you said.

No problem :up:


Also what about the second small switch above the speaker. Did it have any function? I'm using the middle one as on/off switch.

my idea was using the left knob for tuning, and the right knob for switching the radio on/off and for changing volume. Your idea of using the central top switch for switching the radio on off is also good (notice that there are two different dial overlays for radio switched on/off). I have no idea on what the second switch was actually used for, but with the limited functionalities we must deal with, I doubt it will be of any use, unless you get an idea for it :hmm2:

SkyBaron
06-17-13, 10:43 AM
Okay, I hope you have managed to get the same knob to control the tuning. My idea was to divide it in two halves (next and previous), making its state (7 steps rotation) to change according to the half clicked: anticlockwise rotation / tuning down when the left half is clicked, clockwise rotation / tuning up, when the right half is clicked.


That's exactly how I made it work.



my idea was using the left knob for tuning, and the right knob for switching the radio on/off and for changing volume.That's easy to change. But like I said there's no volume control for the radio. The volume knob image will have two positions.

Once you send me the resized textures I can put together the mod and send it to you for testing. :)

LemonA
06-18-13, 02:02 PM
Radione in a VII C. Right next the hatch to the command centre.
http://img.xrmb2.net/images/718697.jpeg

gap
06-18-13, 05:51 PM
That's exactly how I made it work.

That's easy to change. But like I said there's no volume control for the radio. The volume knob image will have two positions.

Once you send me the resized textures I can put together the mod and send it to you for testing. :)

:up:

Radione in a VII C. Right next the hatch to the command centre.
http://img.xrmb2.net/images/718697.jpeg

Thank you for sharing LemonA, it seems an R3, but is the image you have posted an historical picture, a paint, a frame from a movie, an edited screenshot from SH, or what else? :hmm2: :88)

LemonA
06-20-13, 02:35 PM
Intersting mod.

A screenshot from NYGM

gap
09-06-16, 12:52 PM
Sorry guys for resurrecting this old thread :)

@ SkyBaron

Do you still have the radione files imported into New UIs? On my end, I should have my working psd graphics somewhere on one of my hard drives and, in a week or two, I should get the time to edit them according to your suggestiond, in case you want to release them in a New UIs/TWoS compatible mod.

SkyBaron
09-06-16, 04:42 PM
Sorry guys for resurrecting this old thread :)

@ SkyBaron

Do you still have the radione files imported into New UIs? On my end, I should have my working psd graphics somewhere on one of my hard drives and, in a week or two, I should get the time to edit them according to your suggestiond, in case you want to release them in a New UIs/TWoS compatible mod.

That was an old installation I had on another computer. I don't think I have them anymore, I'd have to check some old file backups, but I doubt it.

IMO this could be a better texture, since it's a front view instead of a perspective, and it seems to be a "sharper" image:

http://www.gamperaudio.ch/upload/img/big2/b524af853b4219a87e87b1a7142a09dc.JPG

The size won't matter much, since the needle will just go back and forth like I mentioned on a previous post.

If you can edit the new ones and send me the PSD files, I can assemble them and ask Vecko to add it to TWoS.

gap
09-07-16, 04:49 PM
That was an old installation I had on another computer. I don't think I have them anymore, I'd have to check some old file backups, but I doubt it.

Okay, no problem: the png version is gone for good (damn imageshack), but as I told you before I am pretty sure I have a back up of my working psd file somewhere.

IMO this could be a better texture, since it's a front view instead of a perspective, and it seems to be a "sharper" image:

http://www.gamperaudio.ch/upload/img/big2/b524af853b4219a87e87b1a7142a09dc.JPG

[...]

If you can edit the new ones and send me the PSD files, I can assemble them and ask Vecko to add it to TWoS.

If memory serves me well, my original texture was actually done by combining a front view of the radio receiver with a top view of the same, the latter skewed so to mimic a view from the front-top. I liked the pseudo-3D effect, but I like your image too, so what I am gonna do is sending you four textures, one for each Radione model (R2 and R3), with and without perspective. I hope I can keep the interface elements of the frontal of both views in the same position, so that you will only need to create two sets of UI files, one for the R2 and one for the R3, with interchangeable textures:)

The size won't matter much, since the needle will just go back and forth like I mentioned on a previous post.

I think the Radione looked a bit too big compared to the rest of the interface in the screenshot you had posted at post #6. I know you can set a scaling factor in menu editor, but scaled images look blurry at times, depending on scaling factor and on the pixel size of the original texture. What do you think? :hmmm:

SkyBaron
09-08-16, 07:41 AM
I think the Radione looked a bit too big compared to the rest of the interface in the screenshot you had posted at post #6. I know you can set a scaling factor in menu editor, but scaled images look blurry at times, depending on scaling factor and on the pixel size of the original texture. What do you think? :hmmm:


Yes, having the texture already in its right size is definitely much better than scaling it later on. When I said that the texture size didn't matter I was referring to the dial with the city names on it. Since the tuning can't be controlled by the player, it won't matter if the names are legible or not, the texture can be smaller.

This part is very subjective but maybe half the size in that screenshot will be good. If you can do the texture work while I do the menu integration, we can finish it much faster. :)

gap
09-08-16, 02:41 PM
The link to the Radione picture you had posted a couple of days ago seems to be offline since this afternoon :doh:

Do you happen to have that picture saved on your hard drive?

P.S: I have found my original psd image on my old hard drive. :03:

P.S. 2: follow this link: http://brat01.mybb.by/viewtopic.php?id=28&p=2# (post #58); looks like someone else had our same idea. We should keep an eye on these russian guys :haha:

http://s6.uploads.ru/i/AJ1Vm.png

SkyBaron
09-08-16, 07:43 PM
Do you happen to have that picture saved on your hard drive?



Yes I still have it:
http://www.mediafire.com/download/eqixl1oj2ewvl51/radione.zip

I think the size on that one from the Russian forum is about right. :) Just PM me the Photoshop files once you're done. No hurry. :up:

gap
09-11-16, 06:09 PM
Thank you SkyBaron, I have got the file.
I will start reworking the graphics ASAP. :salute:

SkyBaron
09-17-16, 05:52 PM
Thank you SkyBaron, I have got the file.
I will start reworking the graphics ASAP. :salute:

Just thought of this, maybe we could do the gramophone texture replacement as well. Do you know if the default texture is close to the actual gramophone model most used by Uboats?

gap
09-18-16, 04:56 PM
Just thought of this, maybe we could do the gramophone texture replacement as well. Do you know if the default texture is close to the actual gramophone model most used by Uboats?

Good idea :up:

I am not sure if the current gramophone is an accurate representation of a likely gramophone that could have been used aboard U-boats; I even doubt that there was an official model of gramophone authorized by the Kriegsmarine for usage on their vessels. Anyway, from the look of it I think the default texture would be more adequate for a late '800 early '900 model, as you can see by comparing the same with the picture below:

http://www.cedmagic.com/history/gramophone-oct-1900-ad.jpg

All in all, I think that a more modern-looking gramophone, especially of the portable type (where the brass horn is replaced by a speaker wihin the wooden base of the gramophone), would be more realistical for our game. I have made a quick search, and I have found a thread on the Axis History Forum (http://forum.axishistory.com/viewtopic.php?t=222207) relative to a gramophone which might have belonged to U-255, though its attribution is not sure:

http://forum.axishistory.com/download/file.php?id=376829&t=1&sid=8625f4debe1f7beff918f1a30921f7ee

In the next days I will look for better pictures of a similar device, if not of the exact same model as in the picture above, preferably of German make and dating back to late 30s early 40s. In any case, I am thinking about switching to a top view, especially if we can do a vinyl recording to spin while the music is played, and an animated tone-arm to work as on/off switch. What do you think? :hmm2:

SkyBaron
09-18-16, 08:20 PM
In the next days I will look for better pictures of a similar device, if not of the exact same model as in the picture above, preferably of German make and dating back to late 30s early 40s. In any case, I am thinking about switching to a top view, especially if we can do a vinyl recording to spin while the music is played, and an animated tone-arm to work as on/off switch. What do you think? :hmm2:

The gramophone and radio .py scripts are basically empty, which means that their functionalities are hard-coded, i.e. hard to change, but I think the idea of an arm as the on/off button is doable. In any case send me the textures if you ever find good ones! :)

I think the top view would be a better idea since the controls are located there according to those pictures.

gap
09-19-16, 07:32 AM
The gramophone and radio .py scripts are basically empty, which means that their functionalities are hard-coded, i.e. hard to change, but I think the idea of an arm as the on/off button is doable.

If cycling between different images is easier (as done for the stock radar-style spinning loading icon), I could include different frames of a spinning vinyl in the texture.

In any case send me the textures if you ever find good ones! :)

I think the top view would be a better idea since the controls are located there according to those pictures.

I think something like this would be perfect:

http://www.kempa.com/images/blog/20050901_osxgram1.jpg

I am not sure that we can use it though, due to copyright infringements. :hmm2:

SkyBaron
09-19-16, 08:00 AM
http://www.kempa.com/images/blog/20050901_osxgram1.jpg

I am not sure that we can use it though, due to copyright infringements. :hmm2:

Looks good! it looks like a pic of a textured 3D model. You seem to know how to work with 3D models right? Are there any free 3D gramophone models available? Just an idea :)

gap
09-19-16, 08:16 AM
Looks good! it looks like a pic of a textured 3D model. You seem to know how to work with 3D models right? Are there any free 3D gramophone models available? Just an idea :)

There probably are, or I can model one myself. It shouldnt be too complicated, but what do you have in mind? Can we really put an interactive gramophone 3D object in game? Are there object controllers for that? :)

SkyBaron
09-19-16, 08:42 AM
There probably are, or I can model one myself. It shouldnt be too complicated, but what do you have in mind?

I meant that with a 3D model you can get clean and high-res pictures of the gramophone parts with the right lighting and at any angle you want, so you wouldn't have to look for and edit real pictures.

It's just an idea, maybe real pics are easier to find, I don't know which one would be more practical. :)

gap
09-20-16, 05:48 AM
I meant that with a 3D model you can get clean and high-res pictures of the gramophone parts with the right lighting and at any angle you want, so you wouldn't have to look for and edit real pictures.

It's just an idea, maybe real pics are easier to find, I don't know which one would be more practical. :)

I will see what is better, but creating a good model, assigning the right materials to it, and making a good render of it could take longer than assembling various pictures in PhotoShop. Another alternative could be using the texture from the RetroPlayer software I have posted yesterday, with some touchups by me. I have been looking where are pointing to, and it apparently was developped by a Japanese software studio whose website is almost entirely in Japanese... :salute:

http://www.studio-kura.com

I couldn't even find an e-mail adress that I could write to for permission asking. Do you think we can dare using their artwork without prior consent?

gap
09-21-16, 10:45 AM
Found this other image (click to enlarge): :03:


http://us.123rf.com/450wm/borzywoj/borzywoj1206/borzywoj120600036/14110613-old-gramophone-with-black-vinyl-record-view-from-the-top-isolated-object.jpg (http://previews.123rf.com/images/borzywoj/borzywoj1206/borzywoj120600036/14110613-Old-gramophone-with-black-vinyl-record-view-from-the-top-Isolated-object-Stock-Photo.jpg)

As you can imagine from the watermarks, this isn't a public domain image either. What I think I will do, is creating our texture by assembling many pictures. The original pictures will be hardly recognizable. This way I hope we won't infringe any copyright... or we will infringe many at once :doh: :D

Possible options for the spinnig vinyl (if possible): :03:

https://upload.wikimedia.org/wikipedia/commons/thumb/f/f4/Lilli_Marlene_1939.jpg/1024px-Lilli_Marlene_1939.jpg

http://images.delcampe.com/img_large/auction/000/314/129/929_003.jpg

SkyBaron
09-21-16, 11:06 AM
The 123rf gramophone looks really good, too bad it's not free. There was an email for the Japanese one in the about page: mail@studio-kura.com
It might be worth a try.