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Old 03-24-10, 06:05 PM   #1
reaper7
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Default [WIP] High Resolution Interface

Ok gonna take this from concept and see how far I can get with it.
Hope to create ahigh resolution UI of 1920x1080.
At the moment this stands at Creating the Graphics for the Attack Pericope station. But will also include the UZO and Obs stations too.

Credit to karamazovnew and his KiUB Kriegsmarine Interface for UBm.
Who allowed me use of his High res Dial pack that has inspired me to start this Mod. I have mutated some of his graphics to create mine.
You may recognise his dials. I'm not sure if these will remain by the time this is finished or be totaly redone from sctratch.

EDIT: I think this is getting to the stage of being a work in progress 1080P User Interface.

Pericope page with full TDC Dials to be included:

WIP: Working on Graphics for the Interface at this stage.

To be done: Grahics fully finished
More dial to be created. Needles to be created for dials .
Import into SH5.

Glass Transperent Covers for Dials


Closeup of Glass Dials


Latest Graphics to date:
Attack Scope


Obs Scope

Last edited by reaper7; 04-30-10 at 11:39 AM. Reason: Latest Graphics 24/04/10
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Old 03-24-10, 06:43 PM   #2
Frederf
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It is my impression that 16:9 is the assumed aspect ratio in SH5's UI design with 5:4/4:3 made to work. As for the UI elements, I assume they are fixed pixel size so they appear to shrink as resolution increases.
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Old 03-24-10, 07:05 PM   #3
reboot
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I'm running 1080p to my HDTV and everything looks just fine.

Edit: Oh wait, I think I see what you meant by the scaling.
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Old 03-24-10, 07:09 PM   #4
reaper7
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Yes I belive that 16:9 is what they designed this around. I've started up Photshop and have started to drag in Dials and stuff to see how it all sits. Having the layers is great as I can do each screen on a seperate screen and the have all the graphics as sub layers, this allows me to move them around to find ideal positions.
Also I can the get there exact cropping cordinates from here.
The SH5 Editor allows you to define the graphics sheet in dds format that you are importing from and the croping cordinates which I can get from photoshop. This will allow me to use the resolution I have defined getting 100% identical ingame to whats in my photoshop designed set.

I dont have 1080P in my current monitor to test, But I do have 1080P on my 47" LCD and HTPC system - So I may install SH5 there and give it a try.

What I dont know is can you define the Page size in the Editor to be 1080P or do you have to calculate relevant cordinates from the 1024x768 Page and adjust all the imported dial to set them to there relevant position in the 1920X1080 screen?

Can anyone confirm if you can start up the Editor in 1080P windowed mode or is it always at 1024x768.
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Old 03-24-10, 07:20 PM   #5
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Just tried, and it is only 1024x768.
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Old 03-24-10, 08:07 PM   #6
Nico71
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There are one or two native (!) 16:9 UIs in the works for SH3. Maybe they can be made compatible in both directions?
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Old 03-24-10, 08:47 PM   #7
reaper7
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Quote:
Originally Posted by Nico71 View Post
There are one or two native (!) 16:9 UIs in the works for SH3. Maybe they can be made compatible in both directions?
Hi Nico, would you have lnks to those by any chance. I'm debating if I should create graphics from scratch or use whats there already. The current dds files for the speed, compass and depth etc are 130x130 and so scale up ok to 150x150 with not much noticable difference (so I may just use them).

I could use the 1024x786 screen and import the graphics in 1080P then just use offsets into Editor to get them sitting in the correct place, thet just wouldn't be useable ingame if played at resolution much small than 1080P as they'd be all over each other.
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Old 03-25-10, 03:26 AM   #8
TheDarkWraith
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Quote:
Originally Posted by reaper7 View Post
Ok I've been considering getting a new monitor most likely 1080P.
And its been making me think, the whole game is designed around the
1024x768 resolution just moving and scaling everything to fit if the user is playing at a different resolution.
What would it take to Mod a new interface for 1080P and other common high resolutions like 1600x1200.
Having dials showing at there full resolution, for example the depth gauge at 150x150 on-screen instead of them being scaled down to 90x90 would improve there readability.
What would it take to Modify the current UI to achieve this.
Graphics should be easily done through the use of the Editor, but what else would need configuring?
Personally I would like to do something along the lines of SH3/4 with full dials.
As the higher resolution would allow more room for placement.

What are your thoughts on this, is it doable or are we stuck with the scaling of the current Interface?
I have a Samsung 30.5" LCD running at 2560 X 1600 (native) resolution and everything looks fine. The menu editor gives you the option of having the images scale in size also. Most everything is currently set to not scale in size though. If you provide the higher res images it should be just a matter of turning on the scaling for those images in the editor to enable high res.
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Old 03-25-10, 04:25 AM   #9
reaper7
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Quote:
Originally Posted by TheDarkWraith View Post
I have a Samsung 30.5" LCD running at 2560 X 1600 (native) resolution and everything looks fine. The menu editor gives you the option of having the images scale in size also. Most everything is currently set to not scale in size though. If you provide the higher res images it should be just a matter of turning on the scaling for those images in the editor to enable high res.
30.5" LCD Monitor, I'm envious . How do the Depth, compass and speed look as they are originally drawn at 150x150 then imported at 90x90 and then being scaled up from that to the higher resolution. Or does the editor bypass the importing at 90x90 and draw the at the full 130 x130.
My crappy monitor doesn't allow to run tests due to its low end resolutions.
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Old 03-25-10, 08:13 AM   #10
reaper7
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I've been messing about for a 1080P Layout for full dials.
This is not ingame but a mockup to get positioning, cordinates etc.



This would be for a full dial set, what else would ne needed here?

Last edited by reaper7; 03-25-10 at 09:06 AM. Reason: Add Pericope Height Gauge
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Old 03-25-10, 10:39 AM   #11
Mav87th
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Arclight and I have found one problem with switching between 16:9 and 4:3. The camera.dat file for periscope viewports are somehow busted, so any periscope mod that are released must be "calibrated" for specific resolution.
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Old 03-25-10, 11:31 AM   #12
reaper7
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Yes I seen, that I have his 16:9 camera.dat fix downloaded as well as his excellent filters. I will most likely include them if this goes ahead and its ok with him to use.
Haven't started yet to Import this still messing about with the layout, moving things to fit. Mainly cosmetic changes so far.

Heres one with Arclights Gracticules and filter embedded.

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Old 03-28-10, 12:35 PM   #13
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Quote:
Originally Posted by Mav87th View Post
Arclight and I have found one problem with switching between 16:9 and 4:3. The camera.dat file for periscope viewports are somehow busted, so any periscope mod that are released must be "calibrated" for specific resolution.
Sorry to be late in this discussion.
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 . You started making this interface for a widescreen monitor. Don't forget that on a 4:3 monitor, the side objects will cover the periscope . BTW, your photoshop work is amazing, if you want the 3d files i used (maya), pm me. A bit late but.. maybe you can find some use for them.
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Old 05-09-10, 08:51 AM   #14
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Any updates?
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Old 05-09-10, 11:00 AM   #15
reaper7
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Have opened up a new thread [REL] Reaper7 High Resolution UI Alpha.
http://www.subsim.com/radioroom/showthread.php?t=169119
UI is available for download to test there.
Have fun with it.
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