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Old 03-20-10, 04:03 AM   #1
Mav87th
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Try this thread

http://www.subsim.com/radioroom/showthread.php?t=164512

thats the mod i have installed for working TDC dials.
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Old 03-20-10, 06:17 AM   #2
Arclight
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No, I didn't tune the angular field. That's exactly the question I've been repeating for a bit: how do you calculate it?

Don't know how to determine proper placement for the marks either, for that matter.
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Old 03-22-10, 03:25 AM   #3
Arclight
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Updated link, made a few changes:


Observation scope zoom is the same as attack periscope (1.54->1.5 and 6.1->6).

Reworked mask to incorporate the reticule which disappeared after changing zoom. Purely cosmetic though, at least it looks the part.

Added a version integrating the colour filter from OPCF; 4 versions in all:

MRP
MRP+Freecam zoom
MRP+OPCF
MRP+OPCF+Freecam zoom

Credit for the freecam tweaks go to Elanaiba.


Striving for realistic optics, much like the ones Hitman did for SH3. For the moment, other similar projects are underway and I have my own as well, so I'll leave it at this for now. If the others don't work out or something, or other projects are complete, I'll pick this back up.

Previews in post #2 updated.
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Old 03-22-10, 06:39 AM   #4
The General
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If you're striving for realistic optics, then the Attack scope would be darker to look through than the Observation scope. The head was smaller and thus it let less light in. This became apparent particularly at night. I have seen this simulated before with a slighty darkened mask on the attack scope. Should be pretty easy to implement for someone with your talent
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Old 03-22-10, 06:59 AM   #5
Arclight
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Aye, about 41% light transmission for the observation scope and even less for attack scope.

Also smaller exit pupil on attack scope, so maybe add a little more shadow to restrict vision further.


Little busy at the moment, but will keep it in mind.
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Old 03-22-10, 04:05 PM   #6
Mav87th
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Ahhhh sorry Arclight - i thought you knew about the math behind it.

You can not per se calculate the value you need to put into camera.dat, but you can calculate what the Linier Field of View need to be at a certain range.
Thats what i did with the Emden Cruiser.

A is the Angular Field of View (for the scope thats 9° in high power fx.)

17,45 x A x 1000 = Linier FOV in mm at a range of 1000 meter

aka 17,45 x A = Liner FOV at 1000 meters

so in high power and a range of 1000 meters the scope need to cover 157 meters from the left edge to the right edge of the scope. That fits with an Emden Cruisers length.

I know that you CAN somehow calculate the value to put into the Camera.dat, but i have to "dig in" to find that. I allways found it easier to just adjust it to fit.
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Old 03-23-10, 05:00 AM   #7
Mav87th
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HMMM - Emden is in the Official guide listed at 156 meters length, same on its wiki page... http://en.wikipedia.org/wiki/German_cruiser_Emden

Where did you find the other length ?

Ok i found this post in the old SH-4 mod forum threads.....


Quote:
I haven't had time to try this, but here's how I would have done it (and how I have done it for Armed Assault). If you open the scope texture, you can count the pixels between each tick. The one I just measured has 68 pixels between each group of four ticks. If each tick is 15 MoA, then the scope is obviously scaled for 68/(4*0.25) = 68 pixels per degree in high magnification. High magnification is 6x, so the base magnification is then 68/6 = 11.33 pixels per degree at unity. The texture width is 1024 pixels, so the base field of view should be 1024/11.33 = 90.35 degrees. This number goes in AngularAngle.
so in theory (mind I never did this my self)

Texture size / pixels pr degree / zoom = angularangle parameter number

I tried to use the math on your graphic ObsPeriscope_Mask_1024.dds

measured pixels from 15° left of center mark to 15° right of center mark was 454 pixels (for 30°)

thats 15,1 pixel pr. degree. So 1024/15.1 = 67,815

dividing that with x1,5 for the zoom gives 45,21 witch should then be the AngularAngle value used for the Observations scope camera setting.

for the attack scope graphic I also got 15,1 pixel per degree, ending up with the same angular angle value of 45,21.

I tried it and it did NOT work as it should - the graphics must be changed in size somewhere.

Repeated checks in game showed me that your camara.dat file should have an AngularAngle value of 95,0 (attack and observations perí) to work as you want. But the viable whole in your periscope is too big (or the ticks are too close together - there should be 38 tics over the diameter of the hole if each tick is 1° in x1,5 zoom. )

image otw soon.

If i were you I would enlarge the "hole" and remake the tics.
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Old 03-22-10, 04:06 PM   #8
Ringy
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Thanks makes a noticable difference excellent.

Snall request : any chance you could add more zoom to the binoculars as well ?

Thanks in advance,

Ringy.
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Old 03-22-10, 04:30 PM   #9
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The UZO should have a single vertical centerline and nothing else. OBS or UZO shouldn't have stadimeter. I think UZO is 7x or 8x binocular.
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Old 03-25-10, 05:31 PM   #10
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@ Arclight how did you achieve the yellow-greenish tint to the lens? Is it something done to the dds file or is it somewhere in data files?

I would like to replicate that for my mod.
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Old 04-16-10, 12:13 PM   #11
rededge
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Great mod this, thanks.

One thing, though- can I easily remove the yellow crosshair from the middle of the binos view?

Cheers!
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