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Old 06-17-07, 05:32 PM   #1
LukeFF
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Quote:
Originally Posted by Mraah
1. -- VERSION 2 --- PPI-Ascope_SIM tweak files for all four sub classes.
--- Needs TimeTravellers MiniTweaker ---
---Tweaks PPI + Ascope Range Step value's and PPI Range Readout size. ---
Question on this one: I see the range values for the two displays are different. Is this by design, or should they both be the same values?

Also, with the files installed, I have the following anomaly:



As you can see, the PPI set to short range, while the A-scope shows the long range setting. Is there a reason for this happening?

Last edited by LukeFF; 06-17-07 at 07:06 PM.
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Old 06-18-07, 04:05 AM   #2
Mraah
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Quote:
Originally Posted by LukeFF
Also, with the files installed, I have the following anomaly:

As you can see, the PPI set to short range, while the A-scope shows the long range setting. Is there a reason for this happening?
There's no anomaly. Remember, the A-scope ranges are in hundreths of meters(yards), so add two zero's to the range ... ie the short range (step 3) on the A-scope shows 0-10-20-30-40-50-60-70-80 , this translates to 0-8000m, not 80,000.

In v2 of my range step mod I used ranges for the A-scope that match the range displayed on the PPI, for simplicity and to allow the "pips" to be displayed, ie not off the scale.

If you're using my 80|40|8 mod and would prefer the default SH4 range scale you can make this tweak (I'm at work so I don't have the default values handy but if memory serves me right the below tweak is the default range with just a swap of 1 and 3 :

Step 1 = 6000
Step 2 = 2000
Step 3 = 300

The values are the increments. In my remarks I added the (range x 8) to remind me of how many increments are display, ie total range 0-2400m. So, with a value of 300 you would see this on the bottom scale :

0-3-6-9-12-15-18-21-24

Mraah
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Old 06-18-07, 10:13 AM   #3
LukeFF
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Quote:
Originally Posted by Mraah
There's no anomaly. Remember, the A-scope ranges are in hundreths of meters(yards), so add two zero's to the range ... ie the short range (step 3) on the A-scope shows 0-10-20-30-40-50-60-70-80 , this translates to 0-8000m, not 80,000.

In v2 of my range step mod I used ranges for the A-scope that match the range displayed on the PPI, for simplicity and to allow the "pips" to be displayed, ie not off the scale.
Ah, that explains it. I'll keep it then like it is. Thanks!
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Old 06-19-07, 02:57 PM   #4
OakGroove
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Nice work! Is there also a red filter version available?
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Old 07-23-07, 02:43 AM   #5
jmr
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Quote:
Originally Posted by OakGroove
Nice work! Is there also a red filter version available?
Now that 1.3 is out a red filter version would be nice indeed.
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Old 07-23-07, 05:45 AM   #6
Canonicus
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Yes!....

Mraah...you need to get busy and give us a real nice red display.

PLEASE?
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Old 07-23-07, 06:15 AM   #7
Jace11
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This is an old one...




We need new ones..
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Old 07-23-07, 07:31 AM   #8
Anvart
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Quote:
Originally Posted by Canonicus
Yes!....

Mraah...you need to get busy and give us a real nice red display.

PLEASE?
Devs have hidden PPI texture ...
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Old 07-23-07, 07:28 AM   #9
Anvart
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Quote:
Originally Posted by jmr
Quote:
Originally Posted by OakGroove
Nice work! Is there also a red filter version available?
Now that 1.3 is out a red filter version would be nice indeed.
You can to change color in PPIRadarPS.vx.
Examples (i have removed blur, it is not pleasant to me):

1) Red:

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
{
float4 color = tex2D(fadetex,In.Tex0);
float4 ret=color;

ret.rb+=pow(ret.g,16);
// ret=pow(ret,1.5);
ret.rgb = ret.gbr * float3(1.8, 0.6, 0.6);

return ret * (0.5 + Intensity*0.5);
}

2) Green:

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
{
float4 color = tex2D(fadetex,In.Tex0);
float4 ret=color;

ret.gb+=pow(ret.r,16);
// ret=pow(ret,1.5);
ret.rgb = ret.rgb * float3(0.1, 1.6, 0.1);

return ret * (0.5 + Intensity*0.5);
}
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Last edited by Anvart; 07-23-07 at 09:54 AM.
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