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Old 06-20-07, 06:08 PM   #301
LukeFF
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Quote:
Originally Posted by Mraah
Holler at me if you have a problem/suggestion!
It looks like you're about to be made obsolete!



Proper green lighting, a historically correct range indicator, and markings for the knobs and switches! Go devs go!
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Old 06-20-07, 07:51 PM   #302
nomad_delta
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Jeebus, check that out! That's just a A-Scope though, which I hardly ever look at 'cause I can't figure out how to glean any relevant information from it anyway. (I suppose maybe I'll use it if it's fixed to make some kinda sense...)

I wonder if the devs are reworking the PPI as well? I've gotten kinda attached to Mraah's w/ the bluegreen spiderweb.

nomad_delta
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Old 06-21-07, 11:27 AM   #303
Mraah
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Quote:
Originally Posted by LukeFF
It looks like you're about to be made obsolete!
Proper green lighting, a historically correct range indicator, and markings for the knobs and switches! Go devs go!
That looks wicked good!!

I'm waiting for v1.3 and from there we'll see what the PPI looks like and make some more mods.

I hope the Dev's make an A-scope in place of the PPI for the early SJ with a seperate bearing indicator. I really want them to make a smaller range indicator unit for the PPI so we can use that while at the station. This way the big A-scope is for the SD and have the PPI w/ smaller A-scope for the SJ and SJ-I.

That would be awesome!

I'm wondering if asking the Dev's for intensity dials for the sweep and grid would be asking them too much, eh?

Mraah
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Old 06-21-07, 05:15 PM   #304
LukeFF
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Quote:
Originally Posted by Mraah
I'm wondering if asking the Dev's for intensity dials for the sweep and grid would be asking them too much, eh?
I guess it wouldn't hurt to ask!
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Old 06-21-07, 05:16 PM   #305
LukeFF
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Quote:
Originally Posted by nomad_delta
Jeebus, check that out! That's just a A-Scope though, which I hardly ever look at 'cause I can't figure out how to glean any relevant information from it anyway. (I suppose maybe I'll use it if it's fixed to make some kinda sense...)
The A-Scope display tells you the range to the target as picked up by your SJ or SD radar. In the pic above the radar is picking up a target at about 600 meters.
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Old 07-23-07, 02:43 AM   #306
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   #307
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   #308
Jace11
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This is an old one...




We need new ones..
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Old 07-23-07, 07:28 AM   #309
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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Old 07-23-07, 07:31 AM   #310
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 07-29-07, 07:13 AM   #311
Mraah
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Quote:
Originally Posted by Anvart
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 ...
Anvart,

Thanks for tips!! Yes, I noticed PPI texture no longer being used. I suspect it's being drawn by code in the SHController.act file ???? I say this because it's clean and basic, just lines and straight azimuth text. Perhaps you can have a look please? I'm thinking the text can be removed like you did in v1.3.

Thanks

Mraah
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Old 07-29-07, 07:17 AM   #312
Mraah
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Jace11,

Is this real and working or just a bit of smoke and mirrors?

Mraah

Quote:
Originally Posted by Jace11
This is an old one...




We need new ones..
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Old 07-29-07, 08:30 AM   #313
Jace11
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That picture is REAL but its my PPI in 1.2 using an edited version of your PPI grid (edited colour and radial blurs, softened text etc) so it shows up as orange on the red background...

I removed the RANGE and the RANGE NUMBERS too using anvarts SH4controller.act as a guide...

I copied the original 1.3 shader into 1.2:

Original 1.3 PPIRadarPS.fx

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
{
// compute blurred color
float4 blur=0;
int N = 7;
float R = 0.08;
float Rcolor = 0.005;
blur = tex2D(map, In.Tex0);
for(int i=0;i<N;i++)
{
float angle = i*2*3.1419265/N;
float2 coordblur = In.Tex0 + float2(cos(angle),sin(angle))*R;
float2 coordcolor = In.Tex0 + float2(cos(angle),sin(angle))*Rcolor;
blur += tex2D(map, coordblur);
blur += tex2D(fadetex, coordcolor);
}
blur/=(2*N+1);
blur = pow(blur,1.7);
//blur = pow(max(0,(blur-0.2)*1.3+0.2),2);
//blur.rb+=pow(blur.g,8);

//float4 noise=tex2D(noise,In.Tex2*4)*Intensity;

float4 color = tex2D(fadetex,In.Tex0);
//color.rb+=pow(color.g,8);

float4 ret=color;//+blur*0.25;

ret.rb+=pow(ret.g,16);
ret=pow(ret,1.5);

ret = ret+blur*3;

ret.rgb = ret.gbr * float3(1.15, 1, 1);

return ret * (0.5 + Intensity*0.5);

/*
color=color+(noise.r-0.5f)*0.5f;
float4 grid=tex2D(grid,In.Tex1);
color=lerp(color,grid,grid.a);

return color;
*/
}

EDITED VERSION:

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
{
// compute blurred color
float4 blur=0;
int N = 7;
float R = 0.04;
float Rcolor = 0.004;
blur = tex2D(map, In.Tex0);
for(int i=0;i<N;i++)
{
float angle = i*2*3.1419265/N;
float2 coordblur = In.Tex0 + float2(cos(angle),sin(angle))*R;
float2 coordcolor = In.Tex0 + float2(cos(angle),sin(angle))*Rcolor;
blur += tex2D(map, coordblur);
blur += tex2D(fadetex, coordcolor);
}
blur/=(2*N+1);
blur = pow(blur,1.8);
//blur = pow(max(0,(blur-0.2)*1.3+0.2),2);
//blur.rb+=pow(blur.g,8);

//float4 noise=tex2D(noise,In.Tex2*4)*Intensity;

float4 color = tex2D(fadetex,In.Tex0)+tex2D(grid,In.Tex1);
//color.rb+=pow(color.g,8);

float4 ret=color;//+blur*0.6;

ret.rb+=pow(ret.g,16);
ret=pow(ret,1.4);

ret = ret+blur*3;

ret.rgb = ret.gbr * float3(1.2, 1, 1);

return ret * (0.5 + Intensity*0.85);

/*
color=color+(noise.r-0.5f)*0.5f;
float4 grid=tex2D(grid,In.Tex1);
color=lerp(color,grid,grid.a);

return color;
*/
}

HIGHLIGHTED in yellow is the main change:

Basically the same edit you guys used to get the PPI grid to show.. I think you could do the same in 1.3 and get it to show again but there is the new grid lines, which may interfere, and I don't know how to remove them...
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Old 07-29-07, 07:18 PM   #314
LukeFF
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Question: the PPI's beam in 1.3 has a very jagged edge to it. Is there any way to clean it up so it has a more smooth edge to it?
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Old 07-30-07, 02:18 AM   #315
Mraah
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Quote:
Originally Posted by Jace11
I removed the RANGE and the RANGE NUMBERS too using anvarts SH4controller.act as a guide...


float4 color = tex2D(fadetex,In.Tex0)+tex2D(grid,In.Tex1);

HIGHLIGHTED in yellow is the main change:

Basically the same edit you guys used to get the PPI grid to show.. I think you could do the same in 1.3 and get it to show again but there is the new grid lines, which may interfere, and I don't know how to remove them...
jace11,

Very good work!! You're well ahead of me on this subject .

When you have a moment, can you provide a link to your modded ACT file or explain your change to remove the text. I looked at the ACT earlier but I couldn't figure out where and what to change.

I have a feeling the new grid lines where coded into the ACT file as well or somewhere. If we can drop their lines we'll be back in business. Again, Anvart might be able to do it ... he's has more of a grasp on the inner workings.

Oh, I tried the "lerp" command but you had it right, the old "+tex2d(grid,In.Tex1)" additon seemed to work fine.

Mraah
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