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Old 03-28-10, 11:57 AM   #31
Einsman
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Very nice!!! Downloading...

Slowly going to look like a simulator. 5th installment of the Silent Hunter series and have not learned anything from Ubi Soft developers. It's a shame ...

Sorry for my English. In my language write better.
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Old 03-28-10, 12:20 PM   #32
karamazovnew
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Since I've uninstalled SH5, I can't test this mod, however the screenshots hinted to me that something is wrong. I downloaded the mod, and looked around the files. And yes, something is definitely wrong.

Any optics image used in this game must behave like a background that stretches uniformly until the image reaches the sides of the screen. Please look at this tutorial:
http://www.subsim.com/radioroom/showthread.php?t=163118

In the page files I've seen that all new optic images have a zone that looks like this:

Zone= 0 896 1024 1024 1 1 0x26060000 0.5 -0.5 0x26000001 -0.5 0.5 0 0

That red "1" corresponds to a scaling mode of constantAspectRatioVertical.

You need to use constantAspectRatioHorizontal for any backgrounds and any optics. This isn't just for looks, as you can see from the pics, the horizontal marks don't correspond with the vertical marks. Your pics were made on a 16:10 resolution which, if I'm right, should induce a 1.2 (1.6/1.33) scaling error horizontally. And using a simple ruler, I saw that in your pics 10 marks vertical correspond to about 8.3 marks horizontal. 10/8.3=1.20....
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Old 03-28-10, 12:40 PM   #33
emtguf
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The Pages files are a part of Darkwraiths mod so I have no modification to any of them (other than the binocular page). That being said the constant aspect ratio that you are seeing is the stock settings for those.

Also the marks are drawn further apart horizontal than they are vertical so that may be the difference you see in the screenshot.
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Old 03-28-10, 01:24 PM   #34
karamazovnew
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Quote:
Originally Posted by emtguf View Post
The Pages files are a part of Darkwraiths mod so I have no modification to any of them (other than the binocular page). That being said the constant aspect ratio that you are seeing is the stock settings for those.

Also the marks are drawn further apart horizontal than they are vertical so that may be the difference you see in the screenshot.
Ups, my bad, I didn't realize that the horizontal marks were in degrees. Plus, a constantAspectRatioVertical would not create squashing anyway. However, the rest of my statement is true. Sorry, I can't test this, but can you post 2 pics with the same ship in your sight, one at a 4:3 resolution and one at a 16:10 resolution? In both, the ship should have the exact same size. However, because of that scaling factor, it won't.
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Old 03-28-10, 01:35 PM   #35
emtguf
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Quote:
Originally Posted by karamazovnew View Post
Ups, my bad, I didn't realize that the horizontal marks were in degrees. Plus, a constantAspectRatioVertical would not create squashing anyway. However, the rest of my statement is true. Sorry, I can't test this, but can you post 2 pics with the same ship in your sight, one at a 4:3 resolution and one at a 16:10 resolution? In both, the ship should have the exact same size. However, because of that scaling factor, it won't.
I understand what you are saying. I am working on cameras.cam files to work with other resolutions since I really can't change the pages files as they are not a part of my mod.
One of the things I am doing to get it ready for Version 1.7 actually
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Old 03-28-10, 02:01 PM   #36
7thSeal
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Quote:
Originally Posted by Ragtag View Post
Does the range lines turn green during night now like the originals does?
No, just the crosshairs... be nice if it gets working though.
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Old 03-28-10, 02:23 PM   #37
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Quote:
Originally Posted by 7thSeal View Post
No, just the crosshairs... be nice if it gets working though.
Not sure exactly where the green line is being generated from. If I can find it I can look into building green lines for the range. However the green lines are projected onto the texture not a part of the texture itself so not sure if it will be possible.
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Old 03-28-10, 02:23 PM   #38
emtguf
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Update in first post. Added support via patch for other aspect ratios.(4:3, and 5:4)
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Old 03-28-10, 06:44 PM   #39
emtguf
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Update Version 1.7 released
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Old 03-28-10, 07:02 PM   #40
Dwail
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I-M-P-R-E-S-I-V-E!!!!!......... F-A-N-T-A-S-T-I-C!!!!!....... Olé! (expresion of my country)
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Old 03-28-10, 08:01 PM   #41
7thSeal
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Yeah, just tried out the latest version... wow! Nice job.

I can see that I'll have to use the OBS for night attacks now but with the filter I'm already using it more than the attack scope now.
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Old 03-28-10, 08:43 PM   #42
emtguf
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Quote:
Originally Posted by 7thSeal View Post
Yeah, just tried out the latest version... wow! Nice job.

I can see that I'll have to use the OBS for night attacks now but with the filter I'm already using it more than the attack scope now.
I am doing the same actually. Although I still like the Attack scope for daylight attacks.
I tried many different scopes for the attack scope and I think this version really gives you an idea how much smaller the optic head was than the obs scope.
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Old 03-28-10, 09:42 PM   #43
badaboom
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Thank you for making SHV a Playable sim!!!
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Old 03-28-10, 10:37 PM   #44
Frederf
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Originally Posted by Sailor Steve View Post
Very nice!

Hitman knows a lot more than I do, but it seems odd to me that the binoculars would have those markings and the UZO would not, since the UZO is just a special set of binoculars mounted into a frame.
I know what you mean but there's a PDF floating around that definately says that the UZO had a single vertical marking. I can't speak as to how the non-UZO binoculars should look.
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Old 03-28-10, 11:45 PM   #45
emtguf
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Quote:
Originally Posted by Frederf View Post
I know what you mean but there's a PDF floating around that definately says that the UZO had a single vertical marking. I can't speak as to how the non-UZO binoculars should look.
That pdf has a picture of the recticule for the binoculars as well. Thats what I based mine off of.
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