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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 |
Stowaway
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Reaper when can you see this being released?
It looks fantastic. |
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#32 |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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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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#33 |
Sailor man
![]() Join Date: Mar 2007
Location: HUNGARY/FARMOS
Posts: 43
Downloads: 467
Uploads: 0
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I wait it very much!!!
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Bastiano Coimbra de la Coronilla y Azevedo... ![]() ![]() |
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#34 | |
Soundman
![]() Join Date: Apr 2005
Location: Arizona, USA
Posts: 142
Downloads: 93
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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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....and on the eight day, god created merchant ships to ply the waters between the lands, and unto which was created a weakness to the holy torpedo so that man could blow thy living snot out of them. ...And all was good. "Making a decision to not make a decision would still involve a decision-making process and such a thing has not happened." -sorlim, UBIsoft Community Developer |
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#35 | |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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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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#36 |
Commander
![]() Join Date: May 2007
Location: a mile behind the sign"end of civilisation"
Posts: 444
Downloads: 24
Uploads: 0
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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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#37 | |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
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![]() ![]() 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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#38 |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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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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#39 |
Stowaway
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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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#40 | |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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I just noticed a mistake. The range dial has a glass cover on it when it should not. ![]() |
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#41 |
Seasoned Skipper
![]() Join Date: Apr 2005
Posts: 665
Downloads: 79
Uploads: 1
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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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#42 |
Swabbie
![]() Join Date: Mar 2010
Posts: 9
Downloads: 9
Uploads: 0
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Fantastic job Reaper! I can't wait to try it!
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#43 |
A-ganger
![]() Join Date: Feb 2008
Location: Kingdom of the Netherlands
Posts: 73
Downloads: 60
Uploads: 2
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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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#44 | |
The Old Man
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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 ![]() ![]() ![]() |
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#45 | ||
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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Quote:
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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