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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Hellas
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@Kara ...you are a 'hero' if you start this !!
but ,just my opinion here guys, i really like the way that sh3 looks on my wide monitor ! not joking....really like it ! once i turned it to 4:3 just to see it (use so long time the wide screen stretched images) ....then i definetely can say that i like more the stretched images ! only....my opinion guys.....don't 'shoot' !!!
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Knowledge is the only thing that nobody can ever take from you... ![]() Mediafire page:http://www.mediafire.com/folder/da50.../Makman94_Mods |
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#2 |
The Old Man
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Forgot about the needles. That rules out the possibility of a circular AOBF. The problem also extends to each dial background. Even if you make the dial image "square", the invisible "command" dial needs to be bigger than the dial. And dials need to have heigth=length so in effect they'll invisibly extend vertically. You need a lot of space between the dials or you'll end up clicking more than one at a time.
True, the entire TDC can be moved to OLC's "Autoupdate page". Thus, all the scope screens can remain completely blank. The Fire and Tubes buttons have to remain in the Periscope Page (actually, I think they can be moved in SH3 to the Layout page, in SH4 it wasn't possible and the game would crash). Text is clearly out of the question. The Recognition manual is mostly hard-coded but doesn't matter since all images can be scaled. The map isn't a problem, as the mouse will always move a bit faster horizontally. I don't see any need to rescale it. We only need to remake all of the images. Text is a problem and it will always be squashed. But the needles..... there's a deal breaker. Or not... If the needles are simple lines, I could make an overlay with a hole in the middle so the "Extra" length will disappear under it. It would look ugly tho... and no AOBF. |
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#3 |
Seasoned Skipper
![]() Join Date: Mar 2001
Location: cape cod mass.
Posts: 678
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wide screen is awesome even with the out of round scope still tho would be nice to have it normal
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#4 |
CINC Pacific Fleet
Join Date: Sep 2003
Location: Down Under
Posts: 34,743
Downloads: 171
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Yes the main 2 problems since we have the HiRes mod is the widescreen problem and the disappearing mouse!
![]() I can't understand why Rubini's mod only works with nvidia cards, seems funny that setting a value in cameras.dat would depend on the card, I have played around with this file for some time with no joy. ![]()
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Sub captains go down with their ship! Last edited by Reece; 01-29-10 at 02:11 AM. |
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#5 |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
Downloads: 65
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@Reece
The 3D view has already been fixed for widescreen. @Kara How do you plan to make the dials on the GUI round instead of oval? As Hitman said, the needles can't be stretched because they rotate. @Hitman There is a file that controls the map... and (stretching my memory here) I think it allowed the specification of different horizontal/vertical scaling values. I've not got SH3 installed so I can't check whether it works, but it's worth a try.
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Freedom of speech - priceless. For everything else there's Mastercard. |
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#6 |
CINC Pacific Fleet
Join Date: Sep 2003
Location: Down Under
Posts: 34,743
Downloads: 171
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I wish that were true OLC, as far as I know that is only for nvidia cards (Rubini's mod), please say I'm wrong!!
![]() ![]() Fingers crossed! ![]()
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Sub captains go down with their ship! |
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#7 |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
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@Reece
I didn't realise it was an nvidia-only fix. I thought he fixed it by changing the viewport settings in cameras.dat? Doesn't that work on ATI cards? It used to work on mine. http://www.subsim.com/radioroom/showthread.php?t=147044
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Freedom of speech - priceless. For everything else there's Mastercard. |
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#8 | |
The Old Man
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![]() Quote:
![]() Ok then, let's talk about functionality... All the items in the interface are stretched but with the wide-rez fix, the 3d view through the periscope is proportioned correctly. So the main problem for someone trying to play like that is the periscope backgrounds and the periscope markings right? That should be simple to fix for any aspect ratio just by scaling the respective images on the horizontal while leaving the canvas size as it is, right? |
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#9 | |||
Pacific Aces Dev Team
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![]() Quote:
Quote:
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![]() We know that anything 2D will not get rescaled, and that dials will therefore look horrible when they rotate ... but we know positively that 3D WILL rescale correctly. So ... the logical solution is to actually do all the needed stuff in 3D, and create a functionality that allows using the interface like that. For example: Clicking periscope camera takes you not to the 2D station, but instead to the seat in the periscope housing. You sit there in 3D and have at arm's reach the 3D TDC, which works and is clickable, and which we can do with a much better resolution and reposition in a more comfortable place. Then, to look inside the periscope we would click on the eyepiece and see simply a flat black screen with the Papenberg at the left (That's the bubble and indicator for periscope heigth) and the lights and fire button on the right. Nothing else, no notepad crap and such, which is anyway not needed (And in any case could be rescaled). When you have made your estimations you right-click and are back in your saddle, can rotate the camera with a wrist movement of your mouse, adn be ready to input all in the 3D TDC with some mouse clicks. Once the TDC is updated, you click on the "Follow" button to link it to the optics, and can click into teh ocular to see again in 2D. We can resize to the necessary proportions almost anything that is in the tools bar, and add/remove items. The solution to this problem, is to go the SH5 way ---> A 3D fully interactive Uboat ![]()
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One day I will return to sea ... |
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