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Old 06-06-07, 10:57 AM   #211
ReallyDedPoet
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Nice to watch this continualy evolve, great work for sure

RDP
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Old 06-06-07, 11:01 AM   #212
CaptainCox
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Actually since I started to use RFB 1.28 i spend much more time at the radar. Are you planning to upload the latest (with the noise) etc ?
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Old 06-06-07, 06:31 PM   #213
DarkShip
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@ Mraah,
Check PM, plz
Thanks.



@ Donut and possibly Sledge_57,

Regarding your comments on the real CRT:

- Could you give me some details on the appearance of the range cercles.
Are they more/less visible than in the picture below (= original SH4).

- What's the real color of the bearing #?
(This PPI is a simple WIP. Bearing # orientation is not historically correct)

Thx guys.





I can't get rid of the range word, although I have installed Anvart's .act file
(Checked and edited, it's the good one all right). Strange...
Any help would be much appreciated!

Cheers,

DS
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Old 06-06-07, 10:18 PM   #214
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Well I'm no help to ya, I was on a ship but they kept my A$$ locked up in the engine room I wasn't allowed near any of that "newfangled" equipment
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Old 06-06-07, 11:54 PM   #215
MONOLITH
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Quote:
Originally Posted by Mraah

Screen shots of latest WIP :



Suggestions/Comments?

Thank you.

Mraah


Awesome stuff Mraah.

I really appreciate your efforts.
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Old 06-07-07, 02:50 AM   #216
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Quote:
Originally Posted by Sledge_57
Well I'm no help to ya, I was on a ship but they kept my A$$ locked up in the engine room

Thanks, Sledge!
An eagle without wings can't reach the opposite bank - Chinese saying. (Well, could be...)
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Old 06-07-07, 06:52 AM   #217
donut
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@ DarkShip

I kinda like the blue bearing index,although I do not recall prominent range rings on surface search. That accurate ranging was for gun fire control radar. Similar to the SHIV spike trace radar scope,(your other scope), not PPI. PPI was just for how many targets/bearing. The other scope is for more accurate ranging,more directional,for better return signal definition,than sweep. You are taking me back nearly 40 years,recall fades some.:hmm: You- ! The SD radar was the oldest surface search,it had the line trace,w/target size indicated by spike on trace line. I think originally the Devs. were going to use that for aircraft only.

Last edited by donut; 06-07-07 at 07:21 AM.
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Old 06-07-07, 12:14 PM   #218
Mraah
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Quote:
Originally Posted by Anvart
Good work, Mraah. ... But it's not for me ...
I do not like your big noise ...
You can do all as that you represent yourself.
I have written my opinion only ...
Thank you. The extra noise is just an idea. I'm still learning how to add more special effects code to the pixel shader. Your original edit is wonderful, to bring the grid on top as per the dev's intentions. Your edit makes creating various grid patterns easier since the background color can be changed without drawing a new grid pattern everytime.

Mraah
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Old 06-07-07, 12:44 PM   #219
Mraah
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Quote:
Originally Posted by CaptainCox
Actually since I started to use RFB 1.28 i spend much more time at the radar. Are you planning to upload the latest (with the noise) etc ?
Yes. There will be two variant packs ...

(1) Normal
(2) Small Noise

EDIT : The noise variant is still WIP ... it may not make it into v1.22, and might be an extra download depending on how well I can keep the grid from being blended into the sweep. I'm trying to keep the grid as an overlay.

Both as seen in screen shots before.
I will have LukeFF's spider web and Redwines version too.
EDIT : Darkships PPI variant from post # 213 above (that looks cool eh?)

I plan on two colors for the grid, green and blue.

The RADAR.dss determines the overall background for the PPI/A-scope and that file can be swapped from previous versions by the skipper to get the effect they want. Currently, there is only the default blue/green (sh4), my totally black, and Redwines dark green RADAR.dss to swap out. I'll have a new RADAR version in 1.22 with the bright green in the middle and fading towards the edges.

With Anvart's new code in the pixel shader it is very easy now for skippers to create their own grid color. My original v1.21 ppi's were just layers, no alpha transparency. The Alpha is just a grey-scale using the color of the background to which the program only displays the grid. If a skipper wants a new grid color they simply change the background color while attaining the original alpha.

I'm still teaching myself how to add more effects in the pixel shader and will probably add more PPI displays variants as time goes by.

Hopefully in a few days I will have v1.22 out with the grids. I took wednesday off from modding. It's good to take a day off and reflect on which ideas would be most useful to players without creating extranious garbage.

thanks!

Mraah

Last edited by Mraah; 06-07-07 at 01:13 PM.
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Old 06-08-07, 12:41 AM   #220
Mraah
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WIP v1.22 --- 4 PPI's

Notes on Screen Shots ;
-1920x1200-viewed with Anvarts camera
-Anvarts PPIRadarPS.fx
-Anvarts SHController.act
-Post Processor OFF for 1-3
-RedWines Background

(1) Default Ring / Azimuth added


(2) RedWines PPI


(3) LukeFF Spiderweb PPI


(4) Default Ring / Green Azimuth


(4a) Post Processor ON from #4


EDIT - Post Processor default grainy

Suggestions/ Comments

Mraah

Last edited by Mraah; 06-08-07 at 01:28 AM.
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Old 06-08-07, 01:25 AM   #221
Mraah
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WIP v122 - Additional PPI

Screenshot notes ;
-1920x1200 crop -Anvarts camera view
-Anvarts SHController.act
-3rd Generation PPIRadarPS.fx - Anvarts original edit + Mraah edit
-Faded Green Background
-Post Processor OFF (except 6a)

(5) #4 PPI Rings/Azimuth - Noise OFF


(6) | (6a) #4 PPI Rings/Azimuth - Noise ON / 6a Post Processor ON


EDIT - Post Processor default grainy
EDIT - PPI's 1-3 can have faded green background (radar.dss), however 3rd gen fx required for best result.

Suggestions/Comments

Mraah

Last edited by Mraah; 06-08-07 at 01:40 AM.
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Old 06-08-07, 01:32 AM   #222
LukeFF
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Nice!

Can you do a verison of #6 (noise and bearing numbers) with the spiderweb pattern?
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Old 06-08-07, 01:38 AM   #223
CaptainCox
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Yea for me Nr6 looks best. Never seen a real radar display, well I have. Did some Design work for the Swedish Air Force (Bofors Electronics) back in the late 80's. But it involved the actual Console, the display looked more like a computer game then a radar, all digital of course
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Old 06-08-07, 02:20 AM   #224
Anvart
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Quote:
Originally Posted by Mraah
WIP v1.22 --- 4 PPI's

Notes on Screen Shots ;
-1920x1200-viewed with Anvarts camera
-Anvarts PPIRadarPS.fx
-Anvarts SHController.act
-Post Processor OFF for 1-3
-RedWines Background

(1) Default Ring / Azimuth added


(2) RedWines PPI


(3) LukeFF Spiderweb PPI


(4) Default Ring / Green Azimuth


(4a) Post Processor ON from #4


EDIT - Post Processor default grainy

Suggestions/ Comments

Mraah
All looks very well, but i think 1-st more realy ...
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Last edited by Anvart; 06-08-07 at 06:40 AM.
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Old 06-08-07, 02:23 AM   #225
Mraah
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WIP LukeFF #6 noise w/ Spiderweb

Screenshot notes ;
-1920x1200 crop -Anvarts camera view
-Anvarts SHController.act
-3rd Generation PPIRadarPS.fx - Anvarts original edit + Mraah edit
-Faded Green Background

(7) | (7a) 40% Noise / Post Processor ON 7a


(8) | (8a) 80% Noise / Post Processor ON 8a


note- fries and supersize drink not included.
note - Post Processor default grainy.

Mraah
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