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Old 03-26-10, 03:55 PM   #31
Barso
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Reaper when can you see this being released?
It looks fantastic.
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Old 03-26-10, 04:05 PM   #32
reaper7
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Quote:
Originally Posted by Barso View Post
Reaper when can you see this being released?
It looks fantastic.
I'm afraid i've no timeframe, this is really my first Mod. I done the enhanced recognition manual mod but that was just adding text from a cfg wile to the pics.
I'm gonna get the graphics right first, then attemp to pull it together.
I may need the help of others yet. I'll try to do at as a graphic's only Mod as my scripting skills are zilch.
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Old 03-27-10, 01:53 AM   #33
DonZorro
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I wait it very much!!!
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Old 03-27-10, 02:54 AM   #34
Placoderm
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Quote:
Originally Posted by HanSolo78 View Post
@Reaper7

Here are some shots of the attack scope`s lense which show that it has the narrow view. Church relesed his mod as "Obs_scope" but actually it should be "Attack_scope" mod, I think.

Have a look at the picture:


HanSolo78: The reason that the scope has that elongated shape is so that the lens could pan up and down within it's housing. The oval shape allowed the lens/mirror assembly to tilt upwards to scan the sky and then back down for surface observations.

The eyepieces and the resulting image that the observer viewed was still round at all times.

The Observation scopes lens was also much larger than the Targeting scopes lens and allowed more light to enter, so the image was notably brighter and clearer. Both lenses were round, and used prisms to re-direct the light down to tube to the eyepieces.

I hope this info is helpful!

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Old 03-27-10, 03:55 AM   #35
reaper7
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Quote:
Originally Posted by Placoderm View Post
HanSolo78: The reason that the scope has that elongated shape is so that the lens could pan up and down within it's housing. The oval shape allowed the lens/mirror assembly to tilt upwards to scan the sky and then back down for surface observations.

The eyepieces and the resulting image that the observer viewed was still round at all times.

The Observation scopes lens was also much larger than the Targeting scopes lens and allowed more light to enter, so the image was notably brighter and clearer. Both lenses were round, and used prisms to re-direct the light down to tube to the eyepieces.

I hope this info is helpful!

OK, thats what I was thinking from what little info I could find.
Will leave the viewing points round then.
I wonder what the view looked like if you could see the the rectangular framing of the opening.

Last edited by reaper7; 03-27-10 at 04:24 AM.
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Old 03-27-10, 04:16 AM   #36
the_belgian
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the shape of the housing doesn't matter since the lenses are round and in case of the OP could be used to look higher and lower than the AP.



btw;i love the interface and can't wait to use it.
maybe you should add a background like this(maybe darker)

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Old 03-27-10, 08:29 AM   #37
reaper7
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Quote:
Originally Posted by the_belgian View Post
the shape of the housing doesn't matter since the lenses are round and in case of the OP could be used to look higher and lower than the AP.


Thanks Belgian for the info. Not sure about backdrops yet, will depend on what it looks like in-game when I get to that stage.

Here's a small up date:

Haven't had much time to work on this over the last dew days. So not much furter in yet. Looking at my Glass textures for the dials I decided to have another go at then (Last one were just that bit to dark). Made a few different ones, so as to give more varity to the Dials.

New Glass Dials and Bezels:


Also have readjused the Dial layout and added in the ommited Torpedo selector switches.

Next step is to make the Needles and then convert everything over to .dds with alpha's. And then the fun of trying to get everything in via the Editor.

Latest Layout:
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Old 03-27-10, 10:03 AM   #38
reaper7
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Ok Neddles and switches are done:

Any comments before I go to next stage and convert to .dds and start Phase 2 of Exporting into game?

Needles:


Mockup of final Layout:


Any ommisions or obvious mistakes? Before I go to next stage.
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Old 03-27-10, 11:07 AM   #39
Barso
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Comments reaper?
I have one, when will this be out????
It looks FANTASTIC.
Dont change a thing.
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Old 03-27-10, 11:30 AM   #40
reaper7
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Quote:
Originally Posted by Barso View Post
Comments reaper?
I have one, when will this be out????
It looks FANTASTIC.
Dont change a thing.
Thanks Baro, I hope It should't take to long. But then I haven't done a mod like ths before.

I just noticed a mistake. The range dial has a glass cover on it when it should not.
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Old 03-27-10, 12:17 PM   #41
Frederf
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I'm not a fan of the 1,000 dial screen concept overall but I have say that of that type of interface, well done.
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Old 03-28-10, 03:58 AM   #42
Vlad_one
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Fantastic job Reaper! I can't wait to try it!
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Old 03-28-10, 11:54 AM   #43
Yoram777
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First of all, thank you for your excellent work! this will be awesome ingame

Also, it might be a good idea to incorporate emptguf's optics mod to make it even more realistic:
http://www.subsim.com/radioroom/showthread.php?t=166329


I have to say though, the only little thing I don't really like is the bottom, because it just looks too "Picture like..?" it doesn't quite fit in.


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Old 03-28-10, 12:35 PM   #44
karamazovnew
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Quote:
Originally Posted by Mav87th View Post
Arclight and I have found one problem with switching between 16:9 and 4:3. The camera.dat file for periscope viewports are somehow busted, so any periscope mod that are released must be "calibrated" for specific resolution.
Sorry to be late in this discussion.
The above argument is false. A proper interface can be made to suit any resolution without any optional mods. Kiub was done this way and it included precise periscope marks in milirads. I am available on PM and messenger for any tips regarding this. When I made Kiub I actually started like this:
1. I did the periscope viewfinder with cameras.dat settings, done finished, never touched those again.
2. I did the side panels to fit nicely on any resolution using constantAspectRatioVertical for AAAALLLLL items.
3. I then made the entire background (including periscope masks and marks) with a constantAspectRatioHorizontal. The marks took me about 2 days to do correctly.

As far as the images went, I noticed that the game scales down images much better than it scales them up. So I made them high-rez for a 1920x1200 resolution (which at that time was the max). The same images were used even for 1024x768 and they looked great.

Reaper, your progress is amazing however you did make one mistake . You started making this interface for a widescreen monitor. Don't forget that on a 4:3 monitor, the side objects will cover the periscope . BTW, your photoshop work is amazing, if you want the 3d files i used (maya), pm me. A bit late but.. maybe you can find some use for them.
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Old 03-28-10, 02:00 PM   #45
reaper7
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Quote:
Originally Posted by Yoram777 View Post
I have to say though, the only little thing I don't really like is the bottom, because it just looks too "Picture like..?" it doesn't quite fit in.
Its something that will prob not make it to release. It just doesn't sit right,

Quote:
Originally Posted by karamazovnew View Post
Reaper, your progress is amazing however you did make one mistake . You started making this interface for a widescreen monitor. Don't forget that on a 4:3 monitor, the side objects will cover the periscope . BTW, your photoshop work is amazing, if you want the 3d files i used (maya), pm me. A bit late but.. maybe you can find some use for them.
Thanks karamazovnew, The aspect ratio was just one of thoes things I'm unsure how to get around. Its the main reason I went with doing this widescreen for now. Possibly as I learn to mod I may be able to get the panels sliding in and out.
I've being messing in the editor with the help of your tutorials on the Menu Editor trying to get my head around that - its getting there.
Also being spending a long time trying to get the glass effect right when imported into the editor as dds files.
Just got it to the stage that I'm happy with it - sure wish you could do proper tansperancy instead of alpha channel.

Cheers for the offer of the 3D files, but I've no experience with 3D applications - gonna have to stick with doing them in 2D .
Your Mod has helped me get this one togeter, it would have taken me week to create the dials and stuff from sctatch.
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