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-   -   [REL] WideScreen GUI for GWX3.0&StockSh3 (https://www.subsim.com/radioroom/showthread.php?t=166094)

Seeadler 04-21-10 03:04 PM

Quote:

Originally Posted by conus00 (Post 1368294)
...but I need to know which ini file handles the loading screens (files in \Data\Menu\Loading like Intro.tga, Map.tga, museum.tga etc)?

Loading screens are not handled by ini files, the pos/scale of these screens are hardcoded. I'm working on a next release of the dll, which possibly can handle this for other res than 1024/768;)

conus00 04-21-10 06:44 PM

Great!
I will continue following this thread with great interest.

Shandiir 04-21-10 07:45 PM

rolling back drivers, thanks guys will see how it goes!

Reece 04-21-10 08:59 PM

Quote:

Originally Posted by Seeadler (Post 1368392)
Loading screens are not handled by ini files, the pos/scale of these screens are hardcoded. I'm working on a next release of the dll, which possibly can handle this for other res than 1024/768;)

WOW!! I hope that works out!:up: Though I still have the problem with the images being squashed vertically, I think this has to do with setting the monitor as Analog rather than Digital!:hmmm:

Shandiir 04-22-10 01:20 AM

I used the drivers you mentioned with the Nvidia settings. But still unable to get the 3d engine to work :damn:

Seeadler 04-22-10 05:53 AM

Quote:

Originally Posted by Shandiir (Post 1368878)
I used the drivers you mentioned with the Nvidia settings. But still unable to get the 3d engine to work :damn:

What are your settings?

screen res = ?
refresh rate = ?
native monitor res = ?

conus00 04-24-10 10:04 AM

Guys,
I have a question for you: I'm trying to run the game on Nvidia 9600GT and everything works fine in 1360x768 except the game runs in the center of my 32" monitor with black borders all around. I have no problem with this but I'm curious if there is a way to stretch it across whole monitor.
My native resolution is 1920x1080.

I'm not sure if it's caused by the .dll written specifically for 1360x768 or if I can somehow change it in Nvidia control panel?

Thanks!

Reece 04-24-10 11:59 PM

Quote:

Originally Posted by conus00 (Post 1372073)
Guys,
I have a question for you: I'm trying to run the game on Nvidia 9600GT and everything works fine in 1360x768 except the game runs in the center of my 32" monitor with black borders all around. I have no problem with this but I'm curious if there is a way to stretch it across whole monitor.
My native resolution is 1920x1080.

I'm not sure if it's caused by the .dll written specifically for 1360x768 or if I can somehow change it in Nvidia control panel?

Thanks!

Try your monitor settings rather than your card!:yep:

conus00 04-25-10 10:33 AM

Quote:

Originally Posted by Reece (Post 1372643)
Try your monitor settings rather than your card!:yep:

^ Bingo!
Seeadler actually gave me a nudge in the right direction when I found out that the nVidia panel had the scaling "greyed out". My monitor (I'm actually using 32" SONY Bravia XBR9) has setting "Full pixel" and "Full".
"Full" stretches the 1360x768 on the whole screen!
Wooo-hoooo! SH3 here I came back.... :D

conus00 04-27-10 12:04 AM

I really like this new interface but I have noticed a small problem. The pull-out stopwatch's hands positions are not correct.
http://i281.photobucket.com/albums/k...nus00/test.jpg

I would like to make the stopwatch "pull-out" like the TDC in Attack Map and correct the hand's placement.
Would you mind to point me to the right direction in menu_1024_768.ini?

Thanks!

Flopper 04-27-10 06:54 AM

Quote:

Originally Posted by conus00 (Post 1374714)
I really like this new interface but I have noticed a small problem. The pull-out stopwatch's hands positions are not correct.

I would like to make the stopwatch "pull-out" like the TDC in Attack Map and correct the hand's placement.
Would you mind to point me to the right direction in menu_1024_768.ini?

Thanks!

Quite new to modding myself, but for what it's worth:

It looks like the image for the stopwatch is cut off on the right side. I don't know if there's a problem with the image itself, or if it can be corrected by changing the size within menu ini.

You could start by viewing the thumbnails of .tga files and locate that image within the mod. Then search for the name of that image in the menu ini file. Short of correcting it that way, there's a dials.cfg file which handles the positioning and scaling for the dials (hands).

Good luck!

Rubini 04-27-10 09:11 AM

Quote:

Originally Posted by conus00 (Post 1374714)
I really like this new interface but I have noticed a small problem. The pull-out stopwatch's hands positions are not correct.
http://i281.photobucket.com/albums/k...nus00/test.jpg

I would like to make the stopwatch "pull-out" like the TDC in Attack Map and correct the hand's placement.
Would you mind to point me to the right direction in menu_1024_768.ini?

Thanks!

This interface is just this: a basic but usefull interface (is the one that I like more in truth; this is the one that i use). In my game the stopwatch is corrected in position and in size. ( far right start position). Perhaps I made some mistake when porting it for GWX3.0/Sh3 stock... What version are you using? Anyway here in both versions the stopwatch is working correctly.

You can follow Flopper directions fo find the stopwatch references on the files. IIRC just the menu_1024 and the tga itself is needed to fix this, if any fix is really necessary.

(I'm out of Sh3 mod work (even without access to my home computer) since some weeks by RL heavy duties. I will return to it in a month ahead.)

But tell me, how is the WS mod working for you? Is your monitor rescaling it correctly? And the image quality is good anyway?

Cheers,

Rubini.

Stronghold 04-27-10 09:27 AM

Quote:

Originally Posted by Rubini (Post 1375043)

But tell me, how is the WS mod working for you? Is your monitor rescaling it correctly? And the image quality is good anyway?

Cheers,

Rubini.

I know that I am not the one you were asking about the way WS mod is working, but I can give you some reference as well: In the first place, I am using GWX version. When I change my resolution to 1360X768 it's fine. My monitor is rescaling correctly, but only when I change my monitor resolution. The image quality is OK, as OK it can be considering the 1360 X 768 resolution. I can even use Windows key to exit and enter from and back into the game. The sky halo is also visible, one thing that wasn't in GWX 4:3 stock and the lens effect on external camera is great. But one thing that is annoying is the right side of the screen mouse trails. I wonder if the right side of the screen will be "filled" for all the screens, not only for the Attack and Navigation map. That would be really awesome. Anyway, this is the greatest SH3 mod this year so far, considering the disappointment SH5 has brought to some of us.
I am using Sapphire ATI Radeon 5770 1024GB, 22 inch Acer P223W, VGA connectivity with a VGA to DVI adapter, on a native resolution of 1680X1050, with no option of scaling in ATI Catalyst Control Center (10.3).

Rubini 04-27-10 10:26 AM

Quote:

Originally Posted by Stronghold (Post 1375055)
I know that I am not the one you were asking about the way WS mod is working, but I can give you some reference as well: In the first place, I am using GWX version. When I change my resolution to 1360X768 it's fine. My monitor is rescaling correctly, but only when I change my monitor resolution. The image quality is OK, as OK it can be considering the 1360 X 768 resolution. I can even use Windows key to exit and enter from and back into the game. The sky halo is also visible, one thing that wasn't in GWX 4:3 stock and the lens effect on external camera is great. But one thing that is annoying is the right side of the screen mouse trails. I wonder if the right side of the screen will be "filled" for all the screens, not only for the Attack and Navigation map. That would be really awesome. Anyway, this is the greatest SH3 mod this year so far, considering the disappointment SH5 has brought to some of us.
I am using Sapphire ATI Radeon 5770 1024GB, 22 inch Acer P223W, VGA connectivity with a VGA to DVI adapter, on a native resolution of 1680X1050, with no option of scaling in ATI Catalyst Control Center (10.3).

Thanks by the feedback mate!
The way you describe how you use it and yours results is the way the mod was made and intent to. I mean, the idea is that ppl that have monitors with native resolutions more than 1360x768 just let the monitor itself rescale it and it's ready to run.:yep:

The mouse trail on right side on some screens were left there intentionaly, as they don't affect the game in any way. Indeed, it's very easy to fix, just add the right tga (black effect, wood effect or any other that you like) for each screen that yet don't have it as described on the readme and so on. For me isn't really necessary because they don't affect the game as i said. But will be good if someone could just finish it.:up:

Stronghold 04-27-10 10:39 AM

Quote:

Originally Posted by Rubini (Post 1375123)
Thanks by the feedback mate!
The way you describe how you use it and yours results is the way the mod was made and intent to. I mean, the idea is that ppl that have monitors with native resolutions more than 1360x768 just let the monitor itself rescale it and it's ready to run.:yep:

The mouse trail on right side on some screens were left there intentionaly, as they don't affect the game in any way. Indeed, it's very easy to fix, just add the right tga (black effect, wood effect or any other that you like) for each screen that yet don't have it as described on the readme and so on. For me isn't really necessary because they don't affect the game as i said. But will be good if someone could just finish it.:up:

Black or wood effect would be great, the same way you've implemented those to Attack Periscope, Observation Periscope, Binoculars Navigation Map and Attack Map. If I am not wrong, Crew/Damage management and Orders pages are the only ones that causes mouse trails on the right side of the screen. I would really like to "solve" those problems, but I don't have any experience in modding. Hands placement of the stopwatch are wrong in my game as well, I forgot to tell you that. Like you've said, I really hope myself as well that someday somebody will fix or fill right side of Crew/Damage management and Orders pages.

Rubini 04-27-10 10:46 AM

Ok, thanks. When I return to it a month ahead i will look at the stopwatch issue and if i have the time to the few screens with mouse trail too.
Thanks for the feedback again!:up:

Stronghold 04-27-10 10:48 AM

Quote:

Originally Posted by Rubini (Post 1375150)
Ok, thanks. When I return to it a month ahead i will look at the stopwatch issue and if i have the time to the few screens with mouse trail too.
Thanks for the feedback again!:up:

No, I thank you! I can play SH3 just because people like you and Grey Wolves team members made this buggy stock game playable!

Seeadler 04-27-10 10:51 AM

Quote:

Originally Posted by Stronghold (Post 1375055)
But one thing that is annoying is the right side of the screen mouse trails.

the next release of the dll will not do this :cool:

Rubini 04-27-10 11:23 AM

Quote:

Originally Posted by Seeadler (Post 1375162)
the next release of the dll will not do this :cool:

That is great to know Seeadler!:up:
The best definitive way to fix some or all of those little annoyances is with the dll, if possible. So, again, very good news!:salute:

conus00 04-27-10 06:37 PM

Quote:

Originally Posted by Rubini (Post 1375043)
This interface is just this: a basic but usefull interface (is the one that I like more in truth; this is the one that i use). In my game the stopwatch is corrected in position and in size. ( far right start position). Perhaps I made some mistake when porting it for GWX3.0/Sh3 stock... What version are you using? Anyway here in both versions the stopwatch is working correctly.

You can follow Flopper directions fo find the stopwatch references on the files. IIRC just the menu_1024 and the tga itself is needed to fix this, if any fix is really necessary.

(I'm out of Sh3 mod work (even without access to my home computer) since some weeks by RL heavy duties. I will return to it in a month ahead.)

But tell me, how is the WS mod working for you? Is your monitor rescaling it correctly? And the image quality is good anyway?

Cheers,

Rubini.

Hi Rubini, you guys have done tremendous work with the GUI and developing the .dll. It works perfect for me with the exception of the stopwatch problem. If you could point me to the entry in the menu_1024 I would really appreciate it. I can't find which entry handles the hands of the stopwatch. Also I'd like to know how to make it "pull-out" item (like it was originally or like you guys did the dials in Periscope and UZO).

The only small issue I have with the files I have already converted in Photoshop to 1360x768 that if I take a look in the same image in PS scaled 1:1 it is nice and crisp and when opened in the game in 1:1 it looks somewhat blurry. I wonder what is causing this?

Quote:

Originally Posted by Stronghold (Post 1375141)
Black or wood effect would be great, the same way you've implemented those to Attack Periscope, Observation Periscope, Binoculars Navigation Map and Attack Map. If I am not wrong, Crew/Damage management and Orders pages are the only ones that causes mouse trails on the right side of the screen. I would really like to "solve" those problems, but I don't have any experience in modding. Hands placement of the stopwatch are wrong in my game as well, I forgot to tell you that. Like you've said, I really hope myself as well that someday somebody will fix or fill right side of Crew/Damage management and Orders pages.

The mouse trails are caused by the "missing" part of image which goes past 1024 pixels. (i.e. every background screen originally 1024x768 has to be re-sized to 1360x768)

Quote:

Originally Posted by Seeadler (Post 1375162)
the next release of the dll will not do this :cool:

That's a great news. Another way how to avoid this is just convert all the static images to 1360x768. You guys are causing me many sleepless nights because after you released the dll and the interface mod I just started MAJOR widescreen overhaul of the whole SH3 interface. :haha::haha::haha:
Here is a small teaser what you can expect:
http://i281.photobucket.com/albums/k...Campagne02.jpg

The work is about 50% done now.


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