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Just got caught up on this thread and your work!
Be glad to test it out. |
impatient :)
Things have been awfully quiet lately in this post.
How are things comming along Nisgeis? |
Yeah whats going down i just spent about 5 hours making a 2048 PPI Radar Texture only to find out it dont work... Im not a happy chap. :shifty:
Check this out: http://img514.imageshack.us/img514/8995/ppiradarsv3.jpg |
Yes, hows the radar-mod going Nisgeis - allso you contacted me about some ideas for PE4, please pm when you see this :up:
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Well, I've been going through a redundancy process at work and as anyone that has been through it will tell you, it's not fun and it's very stressful, so I haven't had the time or the inclination to do anything with SH4.
It's been going on for about 3 months now and I'm a bit worn out by it, but I am thinking about SH4 again. It's been a bit of a shock returning, what with the forum split and all - see what happens when my calming influence isn't here :D. Demonizer, that looks like a very nice texture. What program did you use to create it? Perhaps you'd like to collaborate on this project. There are a number of tricks to getting the textures to work. They involve re-programming the pixel shaders and a number of other artistic things to get SH4 to do what you want. |
I've had it confirmed by those that very kindly tested this for me many weeks ago that the range readout works in version 1.5, but not in version 1.4, in the current incarnation. That's probably because I relied on a trick that SH 1.5 uses, that 1.4 apparently doesn't, namely there being a radio room file that was loaded.
The digital range readout is in meters only and I was having great fun with my stopwatch plotting courses of ships I was tracking with range and bearings from the radar set. The radar bearings are a bit screwy and I don't think I can make that any better, but I can write a doc saying how to interpret the bearings you get. Just like RL, there's a learning curve to this new technology :D. Unfortunately for whatever reason the radar arc changes don't work with SH 1.5, due to whatever changes that have been made. This results in SH 1.5 installations having only a blue radar screen, with nothing displayed on it. I've yet to look into what caused that, as I have to get myself sorted with a dual install. That is a temporary porblem, but it does mean that there will need to be two versions for 1.4 and 1.5. Thanks to everyone that took the time to test this and I will get on with fixing this up. Sorry for the delay, but, you know... life! |
Well i managed to get part of my texture in... I coundnt add the outer markers. I managed to get this by using the radar.dds which looks like its meant for the background.. However it displays 4 images starting from the top left hand of the PPI screen and then rotates and flips so adding outter markers such as bearings numbers is impossible unless i can find out to tell the game to display 1 big image and not 4.. Had to mess about with the radar shader file is well to make the hardcoded orginal go away. But one thing i think is clear in what i think was that the shader file has no effect on the background images ie lines and bearings, reason why is because i deleted the shader files and loaded up the game it sperted a load of errors about the missing files but managed to load anyway, but i checked the PPI screen and the orginal background was still there so there must be an embedded image somewhere in the file system which is the daddy.
The files for the PPI-Screen and Ascope seem to be located in for example NSS_GATO_CT.sim near the bottom under radarscreen it says TGA_file data/misc/radar.tga But there is no radar.tga file only radar.dds so i changed the path to include my own version radar1024.tga and changed the tex_dim to 1024 and sorted. About the shader file i just found the bit where it said RGB (Red,Green,Blue) and 0, 5, 0, But yeh bit of a heavy nights work i must say. Im gonna have alook at the Ascope. Il have to do this to other subamarines and hopfully see if i can somehow put in the outer bearing numbers is well once ive done that il pack it up and upload it for public use. Im gonna make the contacts bigger in the screenshot im using the smaller contacts mod but as you can see with the 1024 screen it makes the contacts look tiny so il proberly have to make them a bit more larger and faded. Its annoying that i cant add the bearing numbers tho i dunno what else i can use to cut this restriction the orignal PPICircles.dds & Radarsweep.dds seems to have no use anymore... Oh well http://img80.imageshack.us/img80/5741/ppiradarrn1.jpg Edited: Ive managed to get the bearing numbers for the outer marking http://img504.imageshack.us/img504/8...iradar1bu6.jpg It seems the PPI-Circles.dds has some kind of use still but only as the outer markings and using one of anvarts old PPIRadarPS.fx file. Il pack this up asap and get it uploaded it looks pretty nice i think :) And it works for 1.5 |
nice work, Demonizer!
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New question for an old mod...
How was it possible to get the Arced radar returns? Does anyone remember how that was accomplished ? |
I remember! Modification of the shader for the PPI scope.
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Will this mod work with TMO 1.9 and the others and has it addressed the camera view when at radar station...ie far to close to it ??
Looks great |
This is an ancient thread that was raised from the dead. The mod was released over a year ago and has been replaced by a newer version and yet another version is being worked on.
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I did wonder...:hmmm:
you wouldnt happen to know the location of the "newer" one would you. The radar and sonar screen in tmo etc do my head in. Im a midget :DL |
Hitman, where did you put your version of the radar?
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I still have it, probably somewhere, but 1.5 came out half way through this WIP and it all changed, so I shelved it as all it did was make things more difficult and not a lot of people were interested in things that did that.
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No ones but a few ones, as me and others. Even if your project is currently dead, i've to tell you that you did a nice work. |
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