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Old 03-19-10, 04:21 PM   #91
Nico71
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What about conversions of existing UIs where applicable, like OLC and ACM to get them to work in the first place, even using the original gfx (although they may be too small), not new images? It doesn't require tinkering with Photoshop or Gimp and should be the way of least resistance, I think.
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Old 03-19-10, 04:24 PM   #92
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Oh, and BTW, in the SH5 section there are a bunch of new UIs available. So if you need gfx and ask the guys nicely......
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Old 03-19-10, 04:26 PM   #93
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This is crazy .............

It's like a whole new lid has come off a whole new can of worms...........
I love you guys

Best regards.

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Old 03-19-10, 05:19 PM   #94
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every resolution i use results in CTD on launch?

ATi 1900xtx. so this widescreen mod is just liek the old one that never worked on ATI cards?

might wanna to put "ATI Users run away" in your thread title
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Old 03-19-10, 08:17 PM   #95
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Quote:
Originally Posted by R3D View Post
every resolution i use results in CTD on launch?

ATi 1900xtx. so this widescreen mod is just liek the old one that never worked on ATI cards?

might wanna to put "ATI Users run away" in your thread title
Reece is playing it with an Ati card.
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Old 03-19-10, 08:19 PM   #96
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Quote:
Originally Posted by maillemaker View Post
This is the old version!
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Old 03-19-10, 09:20 PM   #97
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Originally Posted by Rubini View Post
Reece is playing it with an Ati card.
I have now an ati 5870.. Seems to work good. My old GTX280 melted thanks to nvidia... but maybe there nice and give me a GTX480..
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Old 03-19-10, 11:30 PM   #98
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well ive tried even the defualt resolutions with the new .dll and even those arent working, game crashes on start.

this is with a stock or modded install, is there something that i need to enable/disable in catalyst controls?
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Old 03-19-10, 11:41 PM   #99
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I had hour after long and lonely hour of CTDs. I'm on nvidia 8600 gts and acer 22 inch on xp sp2. But after trying EVERYTHING that was posted on the internets I'm finally able to get it to run. What I'm still calling a CTD is actually the message "Can not initialize 3d engine" ever since applying the Microsoft Compatibility Administrator.

My native res is 1920 x 1080, and a launch with d3d9.dll WILL ctd with that monitor resolution, even if i hang my monitor off the power pole and balance it on an bar magnet while the natives do a hula dance.

The best I can do is to change the resolution to 1600 x 900 and set the ini to the same. Then BAM... the 3d views are amazing. Sweeeeet! The aspect ratio on the 2d views are great, too, but of course I'm geeked because the height is wrong, as you'd expect. Unfortunately, I also CTD at every setting with a height of 768 unless the width is 1024.

It appears my only choice is 1600 x 900.

I went in and scaled periscope.tga to the "proper" size, but I was puzzled that the periscope view was still the same size, although the buttons had all become larger, and were now all scrunched up together and overlapping.

I still don't know diddly squat, but I'm happy to have some progress. I guess this'll give me something to do for a while.
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Old 03-20-10, 07:16 AM   #100
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Quote:
Originally Posted by Flopper View Post
What I'm still calling a CTD is actually the message "Can not initialize 3d engine" ever since applying the Microsoft Compatibility Administrator.
Go to nVidia Control Panel and set "NVIDIA scaling"
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Old 03-20-10, 08:09 AM   #101
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Originally Posted by Seeadler View Post
Go to nVidia Control Panel and set "NVIDIA scaling"
I have to set the resolution to lower than native in order to get to that screen in the control panel, and indeed it was already set to that.

Still, I set my res back to native 1920 x 1080, and likewise in the ini file, and YES, IT DOES WORK! Very happy, thank you so much!

Edit: I have created a custom resolution of 1365 x 768 through the nvidia control panel, and now I'm able to replicate the experience of Rubini's videos. I can run my desktop at native, the scaling is correct in SH3, and alt + tab between the game and desktop, even though they are at different resolutions.

Thank you very much, Seeadler, and all involved... this is great!
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Old 03-20-10, 10:54 AM   #102
R3D
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how in heck can i get this to work on an ATI card? every normal resolution even the 4:3 ones cause the game to ctd before loading even the title screen?

is there some setting in Catalyst that needs to be checked?
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Old 03-20-10, 01:14 PM   #103
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This is simply amazing.... It's quite surprising that 5 years on, someone still comes with a breakthrough regarding SH3. Well, a word about what to do now.

As you all know, all SH games have their interface limited to a 1024*768 space. SH4 and SH5 allow to scale up items in different modes. This thread explains how they do it: http://www.subsim.com/radioroom/showthread.php?t=163118

SH3 however, with this mod, will always scale the interface in a constantAspectRatioVertical style. The left side of the screen, a box in 4:3 format will always look ok, but you'll get "empty usable" space to the right of the screen. The amount of usable space depends on the aspect ratio of the monitor. In other words, 16:10 (1920x1200) resolutions will have less space than 16:9 resolutions (1920x1080).

UI modders will now have the following spaces to work with:

- 4:3 resolutions 1024*768 box, just as before (1024=768*4/3)
- 16:10 resolutions 1228*768 (1228=768*16/10)
- 16:9 resolutions 1365*768 (1365=768*16/9)

Making one interface for all aspect types is IMPOSSIBLE. However, it's easy to convert a 16:9 interface to a 16:10 because the difference is small.

How to do a quick and fast centering on the screen? First of all, all vertical positions are the same as before, nothing has changed.
Here's one example of a page:

[G01 I1]
Name=Page shell
Type=1027;Menu page
ItemID=0x1000000
ParentID=0x0
Pos=0,0,0,0
LoadingMode=2

It starts from the left side of the screen and we want to move it in the center. The "old" center had X=512 (or 1024/2). The new center depends on the aspect ratio, for 16:10 resolutions, X=614 (or 1228/2). This means that you only need to move each page 102 pixels to the right:

[G01 I1]
Name=Page shell
Type=1027;Menu page
ItemID=0x1000000
ParentID=0x0
Pos=102,0,0,0
LoadingMode=2

Of course, you'll now end up with empty bands on both sides of the screen.
Thus, we need to think ahead, leave all pages as they currently are. What we DO need is this:
Divide all items into 3 categories:
- glued to the left of the screen (X position will not change)
- glued to the right of the screen (X position should change by 204 pixels for 16:10 res)
- glued to the center (X position should change by 102 pixels for 16:10 res)

So...
1. We must create MASTER (left, center, right) groups inside each page and place each item inside. Luckily the entire interface has already been carved up in big groups so most of the interface will only require you to reparent just a few groups.
2. We can now make multiple interfaces for all aspect ratios just by moving the left and right master groups.
3. "SOME" items will require multiple TGA versions. I'm talking of course about all backgrounds. These are actually glued to the Left of the screen.

Sounds easy actually. But we DO have 4-5 major interfaces for sh3.. so which one should we start with first? I opt for ACM
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Old 03-20-10, 02:15 PM   #104
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Quote:
Originally Posted by karamazovnew View Post
3. "SOME" items will require multiple TGA versions. I'm talking of course about all backgrounds. These are actually glued to the Left of the screen.
The trick is to determine when a particular texture ID is transformed via a D3D matrix. If you have that info, then you can do anything with the vertex quad for the texture, scaling, translating, rotating, etc. before it is rendered onto the screen. SH4 does basically the same with the zone parameters from the menu_ini

I did it as a test with the two loading backgrounds

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Old 03-20-10, 02:50 PM   #105
nemo7
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Quote:
Originally Posted by karamazovnew
Sounds easy actually. But we DO have 4-5 major interfaces for sh3.. so which one should we start with first? I opt for ACM
Yeah!!! ACM-GUI in WS!
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