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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#136 |
The Old Man
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Well, after an entire day reworking the periscope model (you have no idea how many useless polygons are there
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#137 |
Pacific Aces Dev Team
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Holy cow, that looks wonderful
![]() I used for my own optics mod a 28º/7º lense in the scope, which left the markings out nicely and is enough to provide good field of view ![]()
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One day I will return to sea ... |
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#138 |
The Old Man
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I have to say... making this mod has been like a rewrite of Murphy's Law. I can't wait to finish it.
Damn... edited by mistake... Last edited by karamazovnew; 11-19-09 at 02:19 AM. |
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#139 | |
Pacific Aces Dev Team
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One day I will return to sea ... |
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#140 | |
The Old Man
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As you've seen everything I've made so far for this mod keeps it's proportion on the screen, meaning that as you increase resolution, the items do not become smaller. I've just tried to do the same with the small depth meter in the periscope screen and failed miserably ![]() ![]() ![]() |
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#141 |
The Old Man
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Strange, this is the first time a quirk of SH4's interface has turned into a perk
![]() ![]() As you all know the periscope marking lines are hardcoded to light up at night. How? Apparently, EVERY item in the Marking lines group has this feature, even the ones that you add. In SH4, it looks like this... [G26 IXXX] Name=Marking lines Type=1026;Menu group ItemID=0x26060000 Then come a few text items (not important, actually i moved them offscreen)... I just added my item after them (if your Pos and Zone are the same, then yes, the marks will remain centered on the screen in SH4): [G26 I278] Name=Karamazov Periscope Marks ;new item Type=1030;Static bmp ItemID=0x260EF005 ParentID=0x26060000 Pos=0,-768,1024,768 Zone= 0 0 1024 768 1 1 0x26060000 0.5 -0.5 0x260EF005 -0.5 0.5 0 0 Color=0xFFFFFFFF Materials=1 Display=2;Linear Mat 0=data/menu/Karamazov/AP_Marks2.tga Crop 0=0,0,1,1 MatFlags=0x29 TexFmt=0x0 That image, AP_Marks2.tga is a simple image file with a black alpha channel. The color channel itself is a full block of color and the marks themselves are on the alpha channel as white marks. Now here's the real trick.... The game deals with the color channel very differently than you might expect. regardless of the color in the RGB channel, during the day, it will make the marks appear black. But during the night it will make it a different color depending on the HSB values that you used that you used. It's something like this( I'll consider the values that you used to be H, S and B: New Brightness=B New Hue=H*S + GREEN*(100%-S) In other words: Perfect White becomes Perfect Green Perfect Red becomes Still Perfect Red Red with less saturation becomes Something And of course, the brighter your color is the more the marks will "lit up" during the night. However, the items will never be true opaque, no matter how white you make the alpha channel. They will have around 5-10% transparency. Hope this info will be useful to someone. This method should work in ANY group that has such items so it should work for binoculars, Uzo, Obs Scope and the rest, hopefully in SH3 too. For example I've just made a periscope filter that makes the image appear green during the night (a sort of night vision). It's very very subtle, but it's there ![]() Last edited by karamazovnew; 11-19-09 at 09:21 AM. |
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#142 |
Pacific Aces Dev Team
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This is indeed a very sueful info for me, as I'm still working in a new version of my interface mod for SH3
![]() I had already noticed what you mentioned about the RGB and Alpha channel, as I had noticed it when modifying the red light mask. But what I didn't know is that adding the reticle as child to the existing "frame" in the menu-ini would make it turn dim green by night ![]() So far I had solved it by adding a new image with the reticle in Alpha channel to the red mask layer, and as you suggested, tweaking the values to be bright green. But of course your new solution is a much cleaner method ![]() EDIT: It's only sad that we can't get rid of the original marking lines, specially in the UZO!
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One day I will return to sea ... |
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#143 | |
The Old Man
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Can't the Uzo can be fixed like any other screen: zoom in and make the view hole smaller? At least the extra zoom would be a reason to use the silly thing. Oh wait... in SH3 it didn't move with the waves... that was a good enough reason ![]() PS: You should see the periscope now... my god it's beautiful! I've used a 30% dimming of light at the edges (as it was in real life), a red overall filter (i just like redish water) and a green night filter that increases visibility by 8% but decreases it during the day (it's black then) by 8%. At night you can clearly see the horizon while during the day it just looks cool ![]() |
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#144 | |||||
Pacific Aces Dev Team
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![]() Can't you leave the green at night as option? Besides, I have readed several accounts that stated that periscopes where unusable at dark nights, even the observation scope (Which allowed more light). But I'm sure dying to see more pictures, please upload them ![]()
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One day I will return to sea ... |
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#145 |
The Old Man
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I know that a red filter blocks red light, but here filters are simple semi-transparent images that give a hue while reducing contrast. There are 3 images of this sort in my mod:
- an image that controls how dark the image becomes at the edges of the scope (easy to mod by increasing contrast of the alpha map) - an image that gives an overall tint to the image (my red filter). It's veeery subtle. - a filter that becomes green at night and black during the day. It's not night vision but it allows superb visibility of the horizon at night. Ofc you can change anything you like, the color or the transparency as you wish. The marks are also on a separate image so you'll be able to change them as you wish. There's no point in posting more pics, if I don't slack today, I'll post the final version later tonight. By the way I have an important question. Can I change the ClassName values in the Names.cfg file? Does it affect anything else than the text item next to the "Ship:" button on the solution page? It displays the type of unidentified ships and it's annoying. I want to keep that item for when you identify ships, then I'll move the "Ship" button under it (invisible ofc) so you can press the name of the ship and have the recog manual move to that page. This might sound as cheating but in OM it's impossible NOT to use the auto identification. There are just too many ships. |
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#146 | |
Pacific Aces Dev Team
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... as in real life ![]() Therefore, Kaleuns didn't usually identify their targets before killing them, but instead they got the details from the distress message, debris, etc. Kaleuns normally estimated the target size and tonnage, (which explains their overclaims) and that is not so difficult in the current game. In fact it is even easier than in real life, so I go with that and have not opened that horrible recognition manual for ages ![]()
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One day I will return to sea ... |
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#147 |
XO
![]() Join Date: Sep 2002
Location: New York City
Posts: 408
Downloads: 439
Uploads: 0
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Nice work, Karamazovnew. I've never played the U-Boat addon before but now I might if it a whirl.
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#148 |
The Old Man
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It's strange... When I had >200 items to add, sure it was a pain in the neck and I didn't have experience, but at least it went smooth.
Now, I can joggle with entire groups and intertwine them as I like and I have only a few items to add, but each one of them is proving to be more difficult than the Minotaur's maze. I was so happy that the entire periscope page was very clean, with absolutely no weird stuff. But now... ![]() ![]() ![]() ![]() I'm tired and I'll have a few hours of work before I can finish the AOB wheel. Then I can finish up. Here's the latest screens ![]() Daytime: ![]() The small green circle near the bearing is the stadimeter button, it lights up green when the stadimeter is on. On the other side of the bearing dial is the button (dark grey) for showing the aob wheel. Night time with AOB wheel: ![]() Now you can clearly see the red circle at the right of the bearing which now hides the aob wheel (it's the reject button). It works seamlessly. Also note the lit marks on the lens. And yes, I know that the bearing indicator is small, as I said, it can't scale up with resolution, but on lower resolutions it's much bigger (because the pixels occupy more screen space). You have the TDC bearing vernier dials anyway. Oh, did I mention that the depth vertical dial doesn't work? It took me many hours to give up on it. I've moved the original offscreen, but it's easy to put it back for those who want it. Too bad, that new background sure looked nice. ![]() |
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#149 |
Hellas
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a m a z i n g ! ! !
congratulations Kara !! about the contrast 'problems' you have with photoshop: have you ever try the paint.net ? i am using this and i think that you will not have any problem at contrasts with this programm PS: just one tiny thing.....make the needle for the torpedoes panel facing the opposite side
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Knowledge is the only thing that nobody can ever take from you... ![]() Mediafire page:http://www.mediafire.com/folder/da50.../Makman94_Mods |
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#150 |
The Old Man
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Thanks, it must be something from my drivers. If I make a screenshot int he game it's very dark. But if I use Print Screen it's ok.
Don't worry, I'll change the handles for both panels, I'm not done yet ![]() |
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