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Old 12-10-11, 06:10 PM   #16
Jimbuna
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Quote:
Originally Posted by brett25 View Post
Jim, yes I play an install with GWX3 and it works fine. Do you use the stock settings for the scopes in GWX or did you modify at all with regards to the GUI? (Basically what changes from mod to mod are the viewpoint settings under the camera parameters for each scope)

I play GWX with Magui, so im not certain what the GWX camera settings were. I can easily make a version if there are discrepancies.


Victor Schutze, thanks for the feedback, let me see what that iss all about
I use stock settings and will test tomorrow on my day off
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Old 12-10-11, 09:13 PM   #17
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Quote:
Originally Posted by brett25 View Post
Jim, yes I play an install with GWX3 and it works fine. Do you use the stock settings for the scopes in GWX or did you modify at all with regards to the GUI? (Basically what changes from mod to mod are the viewpoint settings under the camera parameters for each scope)

I play GWX with Magui, so im not certain what the GWX camera settings were. I can easily make a version if there are discrepancies.


Victor Schutze, thanks for the feedback, let me see what that is all about. Yeah, the blurry binocs are really immersive. also setting up an attack in a strom using the UZO is now like that too.

UPDATE Victor Schutze, try downloading the stock version again. I adjusted an angle setting in the Binocs and I think it should work now, let me know
I play GWX heavily moded. I'll try downloading the stock version again and the GWX version and test them both tomorrow.
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Old 12-11-11, 05:07 AM   #18
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Quote:
Originally Posted by brett25 View Post
J....Basically what changes from mod to mod are the viewpoint settings under the camera parameters for each scope)

....
hi Bret,
be carefull with the tweaks on camera.dat Bret becuase it is not only the above that differs!

camera.dat is a critical file for the guis and you must not change anything at the viewport values (that you mentioned) ,at zoom levels and at angular angle values . in other words , you must not change anything in the ''Optical'' and CameraParams'' sections of each node .
also ,the ''Optical'' and CameraParams'' sections must be untouched to UZO node ,to Bino node and to ConningDeck node too.
just add the blur effect to each node but don't change anything else especially at the above nodes

ps1:in the interior cams ...do whatever you want

ps2: and yes it can't be compatible to all ! it will be compatible only with the one that you used for adding the blur effect
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Old 12-11-11, 02:25 PM   #19
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be carefull with the tweaks on camera.dat Bret becuase it is not only the above that differs!
thanks for your input makman. I find that this camera is working fine for me, all my shots are dead on and the scopes seem to work fine.

The stock version uses the stock settings, angles were changed on free cams and interior cams only, nothing else. The only time i tweaked the viewpoint and optical settings is on the magui version, because your mod has different values, and as i said this is working fine for me, as I use your most excellent gui.

People can use this mod at their on risk if they like. Post feedback if its working or not

Last edited by brett25; 12-11-11 at 02:56 PM.
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Old 12-11-11, 03:04 PM   #20
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For both GWX and Stock versions:

The blurring effect is very good on the bridge view.

but I have a few problems:

The binoc view is broken at the bottom.

The F2 view is wide angle. It's fine.

The Shift + F2 view does not come back to its set up position.
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Old 12-11-11, 03:36 PM   #21
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The Shift + F2 view does not come back to its set up position.
remember you can use the right mousue button now to enter free cam,rather than shift+f2, try using num pad 0 to return t0 previous view, i.e, if your in the map for example, and then hit "numpad 0" you will return to where your camera was in the ship.

Quote:
The binoc view is broken at the bottom.
UPDATE, try downloading again (small fix has been made) and see if that works.

Last edited by brett25; 12-11-11 at 05:00 PM.
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Old 12-11-11, 07:12 PM   #22
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Quote:
Originally Posted by brett25 View Post
remember you can use the right mousue button now to enter free cam,rather than shift+f2, try using num pad 0 to return t0 previous view, i.e, if your in the map for example, and then hit "numpad 0" you will return to where your camera was in the ship.



UPDATE, try downloading again (small fix has been made) and see if that works.
Downloading GWX version.
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Old 12-12-11, 07:49 AM   #23
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So is the stock version for GWX also?
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Old 12-12-11, 02:33 PM   #24
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Quote:
So is the stock version for GWX also?
yes. Ideally, the stock version woud be for most situations, with the exception of magui users and possibly some other GUIs. At this point its a use and see situation. Cant cause any harm, and can be enabled or disabled mid patrol.
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Old 12-12-11, 05:34 PM   #25
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yes. Ideally, the stock version woud be for most situations, with the exception of magui users and possibly some other GUIs. At this point its a use and see situation. Cant cause any harm, and can be enabled or disabled mid patrol.
Rgr that....I must get around to trying it tomorrow after work
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Old 12-13-11, 06:51 AM   #26
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Will this mod work well with OLCG2 ?
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Old 12-13-11, 01:30 PM   #27
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Will this mod work well with OLCG2 ?
use the "stock" version, and let us know
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Old 10-08-12, 04:26 PM   #28
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Dear B25: Is there a version for MaGUI 3.4 Widescreen?

If not: What parameters touch you in S3D for the water effect in UZO? I would do the changes for myself...

The standard version don´t work with Widescreen MaGUI 3.4.

Many thanks and best regards.

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Old 10-08-12, 05:50 PM   #29
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ok so heres what you do, open cmaeras.dat, and select the uzo cmaera main root, then append a child chunk "controllor type 10/-1" then select tis controller and apend new chunk/ properties/sh3/camera behavior/camera effects

then set your parameters, you can copy mine or experiment with your own
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Old 10-09-12, 12:29 AM   #30
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Dear brett25!I do not know,what change this for Widescreen MaGUI F.Can you do Camera mod for Widescreen MaGUI F (or 3.4)themselves and place him(it) in #1
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