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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#301 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
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![]() ![]() Proper green lighting, a historically correct range indicator, and markings for the knobs and switches! ![]() |
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#302 |
Planesman
![]() Join Date: May 2007
Location: San Francisco, California
Posts: 185
Downloads: 1
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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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#303 | |
Engineer
![]() Join Date: Apr 2007
Location: Conning Tower - repairing the radar.
Posts: 200
Downloads: 8
Uploads: 0
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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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#304 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
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#305 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
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#306 | |
Commander
![]() Join Date: Sep 2004
Posts: 462
Downloads: 62
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#307 |
XO
![]() Join Date: Mar 2007
Location: In your baffles...
Posts: 434
Downloads: 624
Uploads: 7
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Yes!....
Mraah...you need to get busy and give us a real nice red display. PLEASE? |
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#308 |
Seasoned Skipper
![]() Join Date: Mar 2005
Location: UK
Posts: 683
Downloads: 104
Uploads: 1
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#309 | ||
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
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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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Alex ® ![]() Moses said: "Don't create yourself an idol"... Last edited by Anvart; 07-23-07 at 09:54 AM. |
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#310 | |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
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__________________
Alex ® ![]() Moses said: "Don't create yourself an idol"... |
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#311 | ||
Engineer
![]() Join Date: Apr 2007
Location: Conning Tower - repairing the radar.
Posts: 200
Downloads: 8
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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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#312 |
Engineer
![]() Join Date: Apr 2007
Location: Conning Tower - repairing the radar.
Posts: 200
Downloads: 8
Uploads: 0
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#313 |
Seasoned Skipper
![]() Join Date: Mar 2005
Location: UK
Posts: 683
Downloads: 104
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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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#314 |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
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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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#315 | |
Engineer
![]() Join Date: Apr 2007
Location: Conning Tower - repairing the radar.
Posts: 200
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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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