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-   -   [WIP] High Resolution Interface (https://www.subsim.com/radioroom/showthread.php?t=166074)

karamazovnew 04-26-10 05:13 PM

Quote:

Originally Posted by Stevepine (Post 1374393)

question: is green the right colour for the scope markings? just curious

The real Marks were always black. Only the center lines were lit because they were painted with glow-in-the-dark paint. But since we don't have red bulbs in our houses, we're using all-green marks at night.

The original marks in the game are made to change colour by hardcode at night. By placing any image inside the same group as the marks, you can fool the game and create custom auto-lighting marks. But the AOBF "special" marks must be placed in the AOBF group so... you either have always-green or always-black marks there. :cry: Maybe something can be done through scripting.

reaper7 04-26-10 05:16 PM

Quote:

Originally Posted by karamazovnew (Post 1374422)
Take the fat needles for example, with the rounded plastic bulb that hides the metal screw. It has 2 highlights, diametrically opposed. What I did was copy a small section of that bulb and mask it. It's already done, it's inside the same tga file that has the needles. You'll have to figure out what the exact pixel position is by backtracking the crop line (easy to do with the menu editor). My dials were all done something like this:

1. All dial Background embedded in one single image due to cropping issues. This is clickable and does nothing (click mask)
2. Dial group:
2.1. Dial Background (transparent but clickable)
2.2. Needle Shadows (2 separate needles, you also have them there, just check the alpha channel).
2.3. Needle
2.4. Needle Highlight (static bmp)
3. Glass
4. Metal Panel.

So yeah.. it was a bit complex... but when I tried to stack them up in the normal way i got clipping margins that looked ugly. By default, when scaling images for different resolutions, the game will display about 1 or 0.5 pixels around the mask of the images. This means that all items will be surrounded by an ugly dark line if they were placed on a dark background in the dds file. Double so when overlapping images (as you do when you create dials). So I always made sure to retain a bit of slack around my objects, you'll see that all of my items in the tga files have a bit of metal background around them and a generous mask. Now you know why :D

WOW, thanks for that info. Will defo look into it.
Couldn't get my head around the cropping required for states etc by the editor when I started out.
My workaround was not to do it the game way, but every object I've created so far is its own dds file (No sheets of graphics)
So far I've around 40MB of graphics and around 98 seperate files and growing.
Still it makes things so much easier everthing crops at 0,0 ;) and points to its own file.

"All dial Background embedded in one single image" What is meant by this?
Sorry if I'm being a bit slow :88).

The General 04-26-10 05:17 PM

Just astonishing work here :o

It looks so technical and kind of daunting to the layman....Exactly how it should be! :03: At last, we're finally getting what looks like a Subsim, not some Subsim Lite for the XBox 360 crowd :up:

karamazovnew 04-26-10 05:39 PM

Quote:

Originally Posted by reaper7 (Post 1374428)
"All dial Background embedded in one single image" What is meant by this?
Sorry if I'm being a bit slow :88).


I was reffering to the TDC_Panel_Inner.tga and Torp_panel_Inner.tga. Those are the only places where you'll be able to see the dial plates. You'll see that they're already obstructed by the metal panel.

I think it's a bad practice to use separate files for each item. The game takes longer to load. Cropping is easy once you get the hang of it. Doing it in Notepad and starting the game each time to see the results was NOT fun. But I got used to it after a while. That Menu Editor is a gem :D.
There's also one more thing you need to worry about when placing items sepparately. Just before releasing my mod I decided to decrease the brightness for all items. By only having to change 2-3 files it took me a couple of minutes. Imagine trying to edit 90+ files :har:.

reaper7 04-26-10 06:30 PM

Quote:

Originally Posted by karamazovnew (Post 1374452)
I was reffering to the TDC_Panel_Inner.tga and Torp_panel_Inner.tga. Those are the only places where you'll be able to see the dial plates. You'll see that they're already obstructed by the metal panel.

I think it's a bad practice to use separate files for each item. The game takes longer to load. Cropping is easy once you get the hang of it. Doing it in Notepad and starting the game each time to see the results was NOT fun. But I got used to it after a while. That Menu Editor is a gem :D.
There's also one more thing you need to worry about when placing items sepparately. Just before releasing my mod I decided to decrease the brightness for all items. By only having to change 2-3 files it took me a couple of minutes. Imagine trying to edit 90+ files :har:.

Aaaah.. 2nd time I've typed out a reply and wnt to post, only for it to crash. (Hmm... restart again)

Regards Dials, Ok. Got ya now. Cheers. :up:

I will prob redo the graphics into sheets down the line when everythings working ok. As it stands now its quick to do changes fo files, I've redone the glass dials a few times as well as the TDC Dials to its quick regards development (Must say i haven't noticed any loading hit with my graphics).

Ya the Menu Editor is great, I cant Imagine doing things the SH3/4 way of everything being in that one main1024.ini file :nope: (Gives me the shudders).
Its great that every thing is split into its own ini and page file. :rock:

icecold 04-26-10 09:51 PM

This looks excellent. I love having the emergence factor of having buttons to press, switches the flip. SH5 Stock had removed all that emergance.

Are you going to incorperate the speed and heading dials too?

Also hurry up i really want to play with it :P :)

Cap.Palla 04-27-10 04:09 AM

Wow great work here!! :yeah:
Can you post a pecentage of the work you've done?? Are you at 50% or...70%....or 99%? :O: I can't really wait to use this great mod!!

reaper7 04-27-10 04:30 AM

Quote:

Originally Posted by Cap.Palla (Post 1374813)
Wow great work here!! :yeah:
Can you post a pecentage of the work you've done?? Are you at 50% or...70%....or 99%? :O: I can't really wait to use this great mod!!

Possibly about 85% to an Initial release. But its the slow stuff holding me up - trying to get things working via scripting (Poor scripting Knowlege).

ologuy 04-30-10 09:33 AM

Dude, that looks just great!
Are all the Dials for targetbearing etc. working properly?

Maybe you could work together with TheDarkWraith to get all the scripting and stuff working.

Alex 04-30-10 09:39 AM

Looking great, period. :huh:

reaper7 04-30-10 09:59 AM

Quote:

Originally Posted by ologuy (Post 1378371)
Dude, that looks just great!
Are all the Dials for targetbearing etc. working properly?

Maybe you could work together with TheDarkWraith to get all the scripting and stuff working.

All dials are working :up:.

ologuy 04-30-10 10:53 AM

Is it possible to play with this UI on a resolution of 1680x1050?

reaper7 04-30-10 11:33 AM

Quote:

Originally Posted by ologuy (Post 1378444)
Is it possible to play with this UI on a resolution of 1680x1050?

It should work at that resolution, don't have a monitor that supports that high to try though :wah:.
Have it on my 1080P TV for testing as monitor is only 1440x900 Max.
The Graphics are fixed size so do not scale so it just means that in the TDC screen the panels will be closer to the center scope, but I am working on having the Panels appear/dissapear at the touch of a button.

I am currently working on a side project that will be part of the UI as well if we can get it working.
Also have to get the camera lining up with my RAOBF graticules before I can release. Its at the slow process at the moment but it will get there.

icecold 05-01-10 02:50 PM

Quote:

Originally Posted by reaper7 (Post 1378489)
It should work at that resolution, don't have a monitor that supports that high to try though :wah:.
Have it on my 1080P TV for testing as monitor is only 1440x900 Max.
The Graphics are fixed size so do not scale so it just means that in the TDC screen the panels will be closer to the center scope, but I am working on having the Panels appear/dissapear at the touch of a button.

I am currently working on a side project that will be part of the UI as well if we can get it working.
Also have to get the camera lining up with my RAOBF graticules before I can release. Its at the slow process at the moment but it will get there.


Hmmm when released will it be a whole pack or can you break up the features for download?

Just the main features i am after, are quite simply your HUD and interface. However i would settle for more, if i have to. I dont mean to sound rude, its just i have been looking for a new interface that completes the realism but with my other addons i do not wish to add much more. This is just a question not request, as i am aware of how much hard work you have put into this.

reaper7 05-01-10 03:30 PM

Not to worry. Everything I'm doing is for the whole realism side of things. It will be a complete package as its all pretty tied together. ;)
Side project I'm working on is just an improvment to a current stock part of the UI I don't like and am redoing the front end for a better look.

Quote:

Originally Posted by karamazovnew (Post 1374427)
The real Marks were always black. Only the center lines were lit because they were painted with glow-in-the-dark paint. But since we don't have red bulbs in our houses, we're using all-green marks at night.

The original marks in the game are made to change colour by hardcode at night. By placing any image inside the same group as the marks, you can fool the game and create custom auto-lighting marks. But the AOBF "special" marks must be placed in the AOBF group so... you either have always-green or always-black marks there. :cry: Maybe something can be done through scripting.

Sorry Karamazovnew but just spotted this don't know how I missed this post. Thanks for the info on the Marks Group, didn't know that items placed in here have the glow in the dark feature.
Are they just standard black or do them need do be a cetain colour? I can place the RAOBF Marks in that Group, that would not be a problem and just enable/disable it when the RAOBF is switched on/off. Need to redo the marks on the RAOBF anyway as there 2 pixels wide instead of 1 pixel. Also have to figure out how to do the cameras.cam file for other resolutions. Works perfectly at 1080P but at 1440x900 its almost 200m out. just another thing to fix for an inital release.


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