Thread: Radar hacking
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Old 05-05-15, 06:58 PM   #16
Sniper297
The Old Man
 
Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
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No mods in there so far, I'm up to page 15 and every link is a 404. The one post where he mentions a hack in the PPIRadarPS.fx file is a string:

So here's the change (orange is my addition) :

float4 f=tex2D(fadetex,In.Tex0)+tex2D(grid,In.Tex1);


I don't have in mine.


float Fade:register(c0);
float Intensity:register(c1);

sampler map: register(s0);
sampler grid: register(s1);
sampler noise: register(s2);
sampler fadetex: register(s3);

struct PS_IN
{
float2 Tex0 : TEXCOORD0;
float2 Tex1 : TEXCOORD1;
float2 Tex2 : TEXCOORD2;
float2 Tex3 : TEXCOORD3;
};


float4 main( PS_IN In ) : COLOR
{
float gchan;
float bchan;
float mixedchan;
float4 blur = 0;

blur = tex2D(fadetex, In.Tex0);
blur.r = 0;

gchan = blur.g;
bchan = blur.b;

blur.rgb =0;
mixedchan = (gchan+bchan) / 2;
blur.g = mixedchan;

int N = 7;
float R = 0.08;
float Rcolor = 0.005;
blur = tex2D(map, In.Tex0);
float4 color = tex2D(fadetex,In.Tex0);

float4 ret=color;//+blur*0.25;

bchan = ret.b;

ret.g += bchan;
ret.b -= bchan;
ret.rb=pow(ret.g,8);
ret.rgb = ret.grb;
return ret;
}

I assume there's some way to edit this to replace R with G, but it's all Greek to me. I tried the PPIcircles.dds and radar.dds files when I first started looking at this, but one is already green and the other is blue. There's no way to combine blue and green to make red, so the color has to be somewhere in that PPIRadarPS.fx file. The CT*.sim files you mentioned (can't confirm this since all the filefront / rapidshare / whatever links are history) are probably range adjustments or something, if the color change preceded 1.21 it's unlikely to be in anything that wasn't in the first version. I'll look at it anyway;

LightColor = R1, G209, B12

That's for the sonar indicator light, not the radar, but it is the kind of color adjustment that SHOULD HAVE been used for the radar someplace. Why in the world they would use RGB values in sim files for one piece of equipment and C code in a .fx file for another is beyond me, but it looks to me like that's what they did. What the SHControllers.act has to do with anything is a mystery but I'll look at that with a hex editor while I'm at it.
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