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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sparky
![]() Join Date: Apr 2005
Posts: 152
Downloads: 8
Uploads: 0
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Thanks a bunch this is fantastic
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#2 |
Canadian Wolf
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Outstanding work
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#3 |
Stowaway
Posts: n/a
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#4 |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
Downloads: 10
Uploads: 0
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#5 |
Sailor man
![]() Join Date: Apr 2007
Location: Southern Indiana
Posts: 46
Downloads: 10
Uploads: 0
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Simply outstanding work on a much needed fix!!!
Thank you so much ... Skipbo (Jim) ![]() |
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#6 |
Lucky Jack
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That is nice also! So much to choose from! What do you think Mraah?
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#7 |
Ace of the Deep
![]() Join Date: Nov 2002
Location: No-good Missouri scum
Posts: 1,223
Downloads: 43
Uploads: 0
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Excellent Work!
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"When Gary told me he had found Jesus, I thought, Yahoo! We're rich! But it turned out to be something different." - Jack Handey |
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#8 |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,142
Downloads: 111
Uploads: 0
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Nice!!!!!!!!!!!
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#9 |
Mate
![]() Join Date: Nov 2002
Posts: 56
Downloads: 217
Uploads: 0
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@ Redwine,
chk mp. Files ready ![]() |
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#10 | |
Engineer
![]() Join Date: Apr 2007
Location: Conning Tower - repairing the radar.
Posts: 200
Downloads: 8
Uploads: 0
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![]() Quote:
I don't think you can move the text. So far the TEXT and SWEEP appear to be linked by a common TEXCOORD in the fx files ... however it's worth an experiment. Look in the RadarVS.fx file .... I don't know, but changing something there might bump the text around maybe? VS_OUT main(VS_IN In) { VS_OUT Out; //Out.ProjPos=mul(matProj,In.Pos); Out.ProjPos.x=sign(In.Pos.x); Out.ProjPos.y=sign(In.Pos.y); Out.ProjPos.z=1; Out.ProjPos.w=1; Out.Tex0=In.Tex0; Out.Tex1=In.Tex1; Out.Tex2=In.Tex2+rand.xy; Out.Tex3=In.Tex3; // Out.CSPos=Out.ProjPos.xy/Out.ProjPos.w; return Out; EDIT : You know, off the top of my head it's probably not able to be moved. As far as I understand I believe there's a source code that builds the sweep and defines the text location. That source code is probably imbedded somewhere. Last edited by Mraah; 05-23-07 at 03:10 PM. |
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#11 |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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#12 | |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
Downloads: 10
Uploads: 0
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![]() Quote:
![]() It is just the file made by Mraah, but with some erased lines, the dash circles and some angle marks. Sadly i cant do that you mentioned, my skills are on photoshop, and this do not draw... it is needed people with skills on Corel Draw or Autocad. I think so we must to be more than happy.... the 090-270 bug was fixed, the range rings was added by Mraah ... it is enough for me. |
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#13 |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
Downloads: 10
Uploads: 0
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Sadly the inclusion of an Alpha channel, do not recover the dark green PPI screen.
May be i made a bad alpha channel ? Do somebody made it and has the dark green screen ? |
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#14 | |
Mate
![]() Join Date: Nov 2002
Posts: 56
Downloads: 217
Uploads: 0
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![]() Quote:
Redwine, are you talking about the scope green background? My first modified dds has a slightly better transparency improving the beam halo and thus the general dark background compared to the initial file (check the screenies on my previous post). I did this one fast with an "extracted" alpha channel from a selection directly on the principal layer. I have made another file with the original alpha channel (from stock ppiCircles) wich looks better, I think. ![]() If you want to try it let me know. I'll upl the dds and tga with alpha (or the .psd file if needed). DS Last edited by DarkShip; 05-23-07 at 09:55 PM. |
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#15 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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![]() Quote:
Do you plan on uploading this as a mod? |
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