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  1. #101
    SOH-CM-2024 Pat Pattle's Avatar
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    In fact it is even possible to change without using my dll by hex-editing the cfs3.exe if you are ok with that
    I'm ok with hex editing m3d files so if it's similar and you can point me in the right bit of the code I'd give it a go AnKor!
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  2. #102
    Open cfs3.exe with a hex editor and at location 0x000159EA (or 88554 in decimal) there should be 4 bytes which read like this: 92 0A 86 3F
    You can try changing those to A6 61 1C 3F to get more narrow and much better looking external view.
    Note that if original bytes are different you should not edit them!

    Now to understand what these bytes mean.
    First you should use http://gregstoll.dyndns.org/~gregstoll/floattohex/ to convert hex into floating point.
    Note that you have to type bytes in reverse order, i.e. 0x3F860A92 for the original value.
    This value corresponds to 1.047198, which in its turn is 60 degrees if converted from radians (i.e. 1.047198/3.141593*180)
    Now, let's say we want to make it 35 degrees instead.
    So, 35/180*3.141593 = 0.610865 radians.
    Using the hex converter we find that it is written as 0x3f1c61a6 and then reversing the byte order (a byte is a pair of hex 'digits') we get the final value: A6 61 1C 3F

  3. #103
    SOH-CM-2024 Pat Pattle's Avatar
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    AnKor, I want to marry you and have your babies! You're a bl**dy genius!
    11 or so years I've been grinding my teeth over the horrible view angle in CFS3 and you've sorted it. I'm genuinely flabbergasted.

    Before: The aircraft is distorted, wings looking swept forward and buildings in the distance.



    after: It now looks like a stubby Hurricane at last and the buildings and far scenery look closer and more discernable.

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  4. #104
    This has me curious, does this adjust the vertical, horizontal, or diagonal angle? I did a bit of reading, and consensus seems to be that a 50mm focal length results in a similar field of view to that of the human eye. The angles specified for this in the wikipedia article http://en.wikipedia.org/wiki/Angle_of_view are 46.8 diagonal, 27.0 vertical, and 39.6 horizontal.

  5. #105
    Interesting.
    It works with AnKor's older dll mods, but the hex edit has no effect on the newest test version with the dynamic reticles.
    Is it now controlled by a parameter in one of the .fx files?
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  6. #106

  7. #107
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    This looks like an answer to one of the old bugbears. Out of interest, what would adjusting the view to 40 degrees look like?

    That view of Clive's hurricane looks just a tad narrow for my preference (mind you I do not know the aspect of the screenshot).

  8. #108
    To get 40 degrees use C2 B8 32 3F
    45 deg: D8 0F 49 3F

    However I believe 35 deg is optimal, it might appear too narrow at first, but you will get used after minutes of playing.

    gecko, I think it is vertical, but I'm not entirely sure.


    MajorMagee, that version has this parameter in d3d8.ini and by default it is already set to 35 I think.
    By the way, that parameter will stop working if you hex-edit this value in cfs3.exe because my dll checks whether original bytes are there to avoid patching wrong code.
    Last edited by AnKor; April 9th, 2015 at 01:23.

  9. #109
    SOH-CM-2024 Pat Pattle's Avatar
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    [QUOTE=AnKor;946927]To get 40 degrees use C2 B8 32 3F
    45 deg: D8 0F 49 3F

    However I believe 35 deg is optimal, it might appear too narrow at first, but you will get used after minutes of playing.
    QUOTE]

    I tried this morning at 30 degrees which also looks good and brings the background nearer still but leaves the default view rather close to the aircraft. I think that with mods to the view.xml file I can alter this and optimise the way it looks.

    Other good spin-offs with this is that your wingmen appear closer in formation and in air combat enemy aircraft are a little easier to spot.
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  10. #110
    To get the most natural set of views I started by looking at what things look like from the cockpit, at my typical zoom setting (In one from the widest possible). I then moved to within 200 m of a target aircraft, and checked the size it appeared on the screen. Then I looked from the outside and adjusted the FOV angle until the targets appeared to be about the same size. That way as I change views the other aircraft around me don't seem to jump from one magnification to another. On my 3840 x 1024 surround set-up that happens at about 45 degrees.

    If I were to zoom in another notch in the cockpit, then the outside FOV would need to be narrowed more to match again.
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  11. #111
    My cfs3.exe on 88554 decimal reads: 12 09 F7 6A

  12. #112
    http://en.wikipedia.org/wiki/Field_o...in_video_games

    I found the section on ports-overs from video game consoles to be very interesting. I used to have that tunnel vision feeling before the days of Track IR and TripleHead2Go.
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  13. #113
    We ought to examine cockpit field of view as well. This is easily altered in the xdp and there is quite a bit of variety between different aircraft. Clive's photos made me realize what a difference this made for the size of distant objects. I want to find an angle that can I can consistently apply across all my aircraft that results in a realistic depth of field. I'm not sure, but this may also affect how we size the new reflector sight reticles as they were designed to fit the wingspan of specific aircraft at a given range.

    I tried the 27 degree vertical angle yesterday which gave a nice depth of field, but very clostrophobic in the cockpit and objects in the cockpit seemed too large. It was also very difficult to fly like that. That said, I think I still prefer a narrower view in cockpit to the wide view cockpit views that are so common. I need to find a good compromise. I also set the external view FOV to 27 and rather liked the result, though as Clive said, the ViewUI zoom ranges need to be adjusted.

  14. #114
    My experience is that the apparent size of the Dynamic Reticle changes with the apparent size of the Target Aircraft as you change the zoom in the Cockpit View.

    It would still be nice to have a key toggle for switching the Reticle Magnification Factor from 4 Engine Bomber, to 2 Engine Bomber, to Fighter in game.
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  15. #115
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    OFFice FOV Tool Chaoskampf Studios

    Speaking of modding FOV, I came accross this description of a tool within a large download called OFFice, intended to be a "handler" that sits beside OFF BHAH. It looks like OFF FOV tool can do some tricky things within a GUI:
    "OFFfov: the OFF field-of-view optical vanguard – This ModRule plugin helps set aspect-ratio-correct FOV settings by applying the same 3D perspective transformations as OFF's 3D engine to project a 3D model of your viewing space into the gameworld. Fly OFF close to a big screen as a true visual simulation, preserving perspective so objects are as close as they appear—or just make it look right for gaming. Your optimized FOV is applied to all OFFbase campaign aircraft seamlessly and automatically in all positions, including forward gunsights and rear gunner, as well as correctly integrating modded aircraft."

    sounds pretty neat, eh?

  16. #116
    My list keeps growing as I customize the installation for each specific aircraft type:

    TextureMagic.ini:


    [ReticleStatic]
    reticle_br.dds
    reticle_gr.dds
    reticle_us.dds
    eto_reticle_spit5.dds
    reticle_sea1.dds
    reticle_sea2.dds
    reticlepru.dds
    acc_reticle_br.dds
    acc_reticle_br1.dds
    reticle_50.dds
    la5_reticle.dds
    ret.dds
    a6m2_sight.dds
    f6fsight.dds
    gunsight.dds
    f7f-3_mk.8_gunsight_reticle.dds
    gc_revi12_c2.dds
    dr_br693_vichy_reticule.dds
    dr_d520_fafl1_reticule.dds
    dr_d520_ii-3a_reticule.dds
    dr_d520_vichy_reticule.dds
    dr_d520__late_reticule.dds
    dr_ms406_ax675_reticule.dds
    dr_ms406_syria_reticule.dds
    dr_ms406_vichy_reticule.dds
    dr_po630_ryaf1_reticule,dds
    dr_po631_mg_vichy_reticule.dds
    dr_po631_vichy_reticule.dds
    sitz_po630_no9_reticule.dds


    [ReticleDynamic] ; scale|SDF
    reticle_test.dds=1
    reticle_navy_mk1.dds=1.0
    reticle_navy_mk8.dds=0.8
    reticle_navy_mk8_v2.dds=0.8
    reticle_navy_mk8_v3.dds=0.8
    reticle_navy_mk8_v3-.dds=0.8
    reticle_navy_mk8_mod6i.dds=0.8
    reticle_navy_mk8_mod6.dds=0.8
    reticle_navy_mk8_f7f-3-.dds=0.75
    reticle_navy_mk9.dds=0.8
    reticle_navy_mk21.dds=0.8
    reticle_aaf_n2ai.dds=0.8
    reticle_aaf_n2a.dds=0.8
    reticle_aaf_n6a.dds=0.8
    reticle_aaf_n6a-.dds=0.8
    reticle_aaf_n9.dds=0.66
    reticle_aaf_n9.dds=0.66
    reticle_aaf_n9a.dds=0.8
    reticle_aaf_l3a.dds=0.66
    reticle_aaf_l3.dds=0.8
    reticle_aaf_l3-.dds=0.8
    reticle_aaf_k14_mk21.dds=0.8
    reticle_aaf_k14.dds=0.6
    reticle_aaf_k14-.dds=0.6
    reticle_fr_opl_1.dds=1.0
    reticle_fr_opl_2.dds=1.0
    reticle_fr_opl_3.dds=1.0
    reticle_fr_opl_4.dds=1.0
    reticle_raf_bob1-.dds=0.8
    reticle_raf_bob2-.dds=0.8
    reticle_raf_eto.dds=0.8
    reticle_raf_eto-.dds=1.0
    reticle_raf_pru-.dds=1.0
    reticle_raf_hurricane.dds=1.0
    reticle_raf_hurricane-.dds=1.0
    reticle_raf_spitfire.dds=1.0
    reticle_faa_seafire-.dds=0.75
    reticle_ussr_mig.dds=0.75
    reticle_ussr_la5.dds=0.5
    reticle_bf109g6.dds=0.8
    reticle_okl_revi16a.dds=0.75
    reticle_okl_revi16b.dds=0.75
    reticle_okl_revi16d.dds=0.75
    reticle_okl_revi_nf.dds=0.75
    reticle_italy_eto-.dds=1.1
    recticle_italy_tipo_b.dds=1.15
    reticle_italy_tipo_c.dds = 2.0
    recticle_italy_sangiorgio.dds=1.33
    reticle_jaaf_type100.dds=0.75
    reticle_ijn_type98-3.dds=0.75
    reticle_ijn_type98-4.dds=0.75
    reticle_ijn_type98-5.dds=0.75
    reticle_ijn_a6m2.dds=0.8


    Effects.xml:


    <US_Test_gunsight ClassName="Shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="99999" FadeInTime="0" FadeOutTime="0" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".00007" FinalSize=".00007" Texture="reticle_test.dds" BlendMode="QuadSprite"/>
    <US_Navy_MK1_gunsight ClassName="Shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="99999" FadeInTime="0" FadeOutTime="0" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".00007" FinalSize=".00007" Texture="reticle_navy_mk1.dds" BlendMode="QuadSprite"/>
    <US_Navy_MK8_gunsight ClassName="Shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="99999" FadeInTime="0" FadeOutTime="0" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".00007" FinalSize=".00007" Texture="reticle_navy_mk8.dds" BlendMode="QuadSprite"/>
    <US_Navy_MK8_v2_gunsight ClassName="Shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="99999" FadeInTime="0" FadeOutTime="0" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".00007" FinalSize=".00007" Texture="reticle_navy_mk8_v2.dds" BlendMode="QuadSprite"/>
    <US_Navy_MK8_v3_gunsight ClassName="Shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="99999" FadeInTime="0" FadeOutTime="0" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".00007" FinalSize=".00007" Texture="reticle_navy_mk8_v3.dds" BlendMode="QuadSprite"/>
    <US_Navy_MK8_v3-_gunsight ClassName="Shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="99999" FadeInTime="0" FadeOutTime="0" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".00007" FinalSize=".00007" Texture="reticle_navy_mk8_v3-.dds" BlendMode="QuadSprite"/>
    <US_Navy_MK8_mod6i_gunsight ClassName="Shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="99999" FadeInTime="0" FadeOutTime="0" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".00007" FinalSize=".00007" Texture="reticle_navy_mk8_mod6i.dds" BlendMode="QuadSprite"/>
    <US_Navy_MK8_mod6_gunsight ClassName="Shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="99999" FadeInTime="0" FadeOutTime="0" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".00007" FinalSize=".00007" Texture="reticle_navy_mk8_mod6.dds" BlendMode="QuadSprite"/>
    <US_Navy_MK8_F7F-3_gunsight ClassName="Shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="99999" FadeInTime="0" FadeOutTime="0" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".00007" FinalSize=".00007" Texture="reticle_navy_mk8_f7f-3-.dds" BlendMode="QuadSprite"/>
    <US_Navy_MK9_gunsight ClassName="Shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="99999" FadeInTime="0" FadeOutTime="0" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".00007" FinalSize=".00007" Texture="reticle_navy_mk9.dds" BlendMode="QuadSprite"/>
    <US_Navy_MK21_gunsight ClassName="Shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="99999" FadeInTime="0" FadeOutTime="0" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".00007" FinalSize=".00007" Texture="reticle_navy_mk21.dds" BlendMode="QuadSprite"/>
    <US_AAF_N2ai_gunsight ClassName="Shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="99999" FadeInTime="0" FadeOutTime="0" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".00007" FinalSize=".00007" Texture="reticle_aaf_n2ai.dds" BlendMode="QuadSprite"/>
    <US_AAF_N2a_gunsight ClassName="Shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="99999" FadeInTime="0" FadeOutTime="0" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".00007" FinalSize=".00007" Texture="reticle_aaf_n2a.dds" BlendMode="QuadSprite"/>
    <US_AAF_N6a_gunsight ClassName="Shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="99999" FadeInTime="0" FadeOutTime="0" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".00007" FinalSize=".00007" Texture="reticle_aaf_n6a.dds" BlendMode="QuadSprite"/>
    <US_AAF_N6a-_gunsight ClassName="Shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="99999" FadeInTime="0" FadeOutTime="0" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".00007" FinalSize=".00007" Texture="reticle_aaf_n6a-.dds" BlendMode="QuadSprite"/>
    <US_AAF_N9_gunsight ClassName="Shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="99999" FadeInTime="0" FadeOutTime="0" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".00007" FinalSize=".00007" Texture="reticle_aaf_n9.dds" BlendMode="QuadSprite"/>
    <US_AAF_N9-_gunsight ClassName="Shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="99999" FadeInTime="0" FadeOutTime="0" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".00007" FinalSize=".00007" Texture="reticle_aaf_n9-.dds" BlendMode="QuadSprite"/>
    <US_AAF_N9a_gunsight ClassName="Shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="99999" FadeInTime="0" FadeOutTime="0" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".00007" FinalSize=".00007" Texture="reticle_aaf_n9a.dds" BlendMode="QuadSprite"/>
    <US_AAF_L3a_gunsight ClassName="Shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="99999" FadeInTime="0" FadeOutTime="0" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".00007" FinalSize=".00007" Texture="reticle_aaf_l3a.dds" BlendMode="QuadSprite"/>
    <US_AAF_L3_gunsight ClassName="Shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="99999" FadeInTime="0" FadeOutTime="0" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".00007" FinalSize=".00007" Texture="reticle_aaf_l3.dds" BlendMode="QuadSprite"/>
    <US_AAF_L3-_gunsight ClassName="Shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="99999" FadeInTime="0" FadeOutTime="0" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".00007" FinalSize=".00007" Texture="reticle_aaf_l3-.dds" BlendMode="QuadSprite"/>
    <US_AAF_K14_MK21_gunsight ClassName="Shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="99999" FadeInTime="0" FadeOutTime="0" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".00007" FinalSize=".00007" Texture="reticle_aaf_k14_mk21.dds" BlendMode="QuadSprite"/>
    <US_AAF_K14_gunsight ClassName="Shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="99999" FadeInTime="0" FadeOutTime="0" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".00007" FinalSize=".00007" Texture="reticle_aaf_k14.dds" BlendMode="QuadSprite"/>
    <US_AAF_K14-_gunsight ClassName="Shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="99999" FadeInTime="0" FadeOutTime="0" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".00007" FinalSize=".00007" Texture="reticle_aaf_k14-.dds" BlendMode="QuadSprite"/>
    <FR_OPL_1_gunsight ClassName="Shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="99999" FadeInTime="0" FadeOutTime="0" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".00007" FinalSize=".00007" Texture="reticle_fr_opl_1.dds" BlendMode="QuadSprite"/>
    <FR_OPL_2_gunsight ClassName="Shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="99999" FadeInTime="0" FadeOutTime="0" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".00007" FinalSize=".00007" Texture="reticle_fr_opl_2.dds" BlendMode="QuadSprite"/>
    <FR_OPL_3_gunsight ClassName="Shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="99999" FadeInTime="0" FadeOutTime="0" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".00007" FinalSize=".00007" Texture="reticle_fr_opl_3.dds" BlendMode="QuadSprite"/>
    <FR_OPL_4_gunsight ClassName="Shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="99999" FadeInTime="0" FadeOutTime="0" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".00007" FinalSize=".00007" Texture="reticle_fr_opl_4.dds" BlendMode="QuadSprite"/>
    <UK_RAF_BoB1-_gunsight ClassName="Shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="99999" FadeInTime="0" FadeOutTime="0" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".00007" FinalSize=".00007" Texture="reticle_raf_bob1-.dds" BlendMode="QuadSprite"/>
    <UK_RAF_BoB2-_gunsight ClassName="Shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="99999" FadeInTime="0" FadeOutTime="0" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".00007" FinalSize=".00007" Texture="reticle_raf_bob2-.dds" BlendMode="QuadSprite"/>
    <UK_RAF_ETO_gunsight ClassName="Shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="99999" FadeInTime="0" FadeOutTime="0" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".00007" FinalSize=".00007" Texture="reticle_raf_eto.dds" BlendMode="QuadSprite"/>
    <UK_RAF_ETO-_gunsight ClassName="Shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="99999" FadeInTime="0" FadeOutTime="0" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".00007" FinalSize=".00007" Texture="reticle_raf_eto-.dds" BlendMode="QuadSprite"/>
    <UK_RAF_PRU-_gunsight ClassName="Shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="99999" FadeInTime="0" FadeOutTime="0" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".00007" FinalSize=".00007" Texture="reticle_raf_pru-.dds" BlendMode="QuadSprite"/>
    <UK_RAF_Hurricane_gunsight ClassName="Shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="99999" FadeInTime="0" FadeOutTime="0" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".00007" FinalSize=".00007" Texture="reticle_raf_hurricane.dds" BlendMode="QuadSprite"/>
    <UK_RAF_Hurricane-_gunsight ClassName="Shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="99999" FadeInTime="0" FadeOutTime="0" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".00007" FinalSize=".00007" Texture="reticle_raf_hurricane-.dds" BlendMode="QuadSprite"/>
    <UK_RAF_Spitfire_gunsight ClassName="Shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="99999" FadeInTime="0" FadeOutTime="0" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".00007" FinalSize=".00007" Texture="reticle_raf_spitfire.dds" BlendMode="QuadSprite"/>
    <UK_FAA_Seafire-_gunsight ClassName="Shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="99999" FadeInTime="0" FadeOutTime="0" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".00007" FinalSize=".00007" Texture="reticle_faa_seafire-.dds" BlendMode="QuadSprite"/>
    <RU_USSR_MIG_gunsight ClassName="Shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="99999" FadeInTime="0" FadeOutTime="0" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".00007" FinalSize=".00007" Texture="reticle_ussr_mig.dds" BlendMode="QuadSprite"/>
    <RU_USSR_LA5_gunsight ClassName="Shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="99999" FadeInTime="0" FadeOutTime="0" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".00007" FinalSize=".00007" Texture="reticle_ussr_la5.dds" BlendMode="QuadSprite"/>
    <bf_109g_6_gunsight ClassName="Shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="99999" FadeInTime="0" FadeOutTime="0" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".00007" FinalSize=".00007" Texture="reticle_bf109g6.DDS" BlendMode="QuadSprite"/>
    <GR_OKL_Revi16a_gunsight ClassName="Shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="99999" FadeInTime="0" FadeOutTime="0" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".00007" FinalSize=".00007" Texture="reticle_okl_revi16a.dds" BlendMode="QuadSprite"/>
    <GR_OKL_Revi16b_gunsight ClassName="Shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="99999" FadeInTime="0" FadeOutTime="0" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".00007" FinalSize=".00007" Texture="reticle_okl_revi16b.dds" BlendMode="QuadSprite"/>
    <GR_OKL_Revi16d_gunsight ClassName="Shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="99999" FadeInTime="0" FadeOutTime="0" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".00007" FinalSize=".00007" Texture="reticle_okl_revi16d.dds" BlendMode="QuadSprite"/>
    <GR_OKL_Revi16NF_gunsight ClassName="Shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="99999" FadeInTime="0" FadeOutTime="0" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".00007" FinalSize=".00007" Texture="reticle_okl_revi_nf.dds" BlendMode="QuadSprite"/>
    <JP_AAF_Type100_gunsight ClassName="Shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="99999" FadeInTime="0" FadeOutTime="0" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".00007" FinalSize=".00007" Texture="reticle_jaaf_type100.dds" BlendMode="QuadSprite"/>
    <JP_IJN_Type98-3_gunsight ClassName="Shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="99999" FadeInTime="0" FadeOutTime="0" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".00007" FinalSize=".00007" Texture="reticle_ijn_type98-3.dds" BlendMode="QuadSprite"/>
    <JP_IJN_Type98-4_gunsight ClassName="Shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="99999" FadeInTime="0" FadeOutTime="0" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".00007" FinalSize=".00007" Texture="reticle_ijn_type98-4.dds" BlendMode="QuadSprite"/>
    <JP_IJN_Type98-5_gunsight ClassName="Shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="99999" FadeInTime="0" FadeOutTime="0" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".00007" FinalSize=".00007" Texture="reticle_ijn_type98-5.dds" BlendMode="QuadSprite"/>
    <JP_IJN_a6m2_gunsight ClassName="Shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="99999" FadeInTime="0" FadeOutTime="0" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".00007" FinalSize=".00007" Texture="reticle_ijn_a6m2.dds" BlendMode="QuadSprite"/>
    <IT_CAI_ETO-_gunsight ClassName="Shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="99999" FadeInTime="0" FadeOutTime="0" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".00007" FinalSize=".00007" Texture="reticle_italy_eto-.dds" BlendMode="QuadSprite"/>
    <IT_CAI_Tipo_B_gunsight ClassName="Shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="99999" FadeInTime="0" FadeOutTime="0" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".00007" FinalSize=".00007" Texture="reticle_italy_tipo_b.dds" BlendMode="QuadSprite"/>
    <IT_CAI_Tipo_C_gunsight ClassName="Shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="99999" FadeInTime="0" FadeOutTime="0" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".00007" FinalSize=".00007" Texture="reticle_italy_tipo_c.dds" BlendMode="QuadSprite"/>
    <IT_CAI_SanGiorgio_gunsight ClassName="Shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="99999" FadeInTime="0" FadeOutTime="0" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".00007" FinalSize=".00007" Texture="reticle_italy_sangiorgio.dds" BlendMode="QuadSprite"/>



    xdp file entries:


    H73A3
    <Effect Type="Track" EffectName="US_AAF_N2a_gunsight" PosX="0.0075" PosZ="-0.20" PosY="1.0375" Pitch="90" MinVel="-999999" MaxVel="999999"/>


    DR_skua_mki
    <Effect Type="Track" EffectName="US_AAF_N6a-_gunsight" PosX="0.002" PosZ="0.523" PosY="1.123" Pitch="90" MinVel="-999999" MaxVel="999999"/>


    F4F-3
    <Effect Type="Track" EffectName="US_NAvy_Mk8_v3-_gunsight" PosX="0.018" PosZ="-0.845" PosY="0.9445" Pitch="90" MinVel="-999999" MaxVel="999999"/>


    ETO_VC-42-usn
    <Effect Type="Track" EffectName="US_NAvy_Mk8_gunsight" PosX="0.00" PosZ="0.875" PosY="1.285" Pitch="90" MinVel="-999999" MaxVel="999999"/>

    p_38j
    <Effect Type="Track" EffectName="US_AAF_L3a_gunsight" PosX="0.00" PosZ="0.95" PosY="0.930" Pitch="90" MinVel="-999999" MaxVel="999999"/>


    p_47d (Razorback)
    <Effect Type="Track" EffectName="US_AAF_L3-_gunsight" PosX="0.015" PosZ="-1.00" PosY="0.922" Pitch="90" MinVel="-999999" MaxVel="999999"/>


    p_47d_25
    <Effect Type="Track" EffectName="US_AAF_K14_gunsight" PosX="0.00" PosZ="-0.90" PosY="0.965" Pitch="92.5" MinVel="-999999" MaxVel="999999"/>


    p_51d
    <Effect Type="Track" EffectName="US_AAF_K14-_gunsight" PosX="-0.005" PosZ="-0.80" PosY="0.680" Pitch="90" MinVel="-999999" MaxVel="999999"/>


    ETO_Spit_5B_usa
    <Effect Type="Track" EffectName="US_AAF_N6a_gunsight" PosX="0.00" PosZ="-1.25" PosY="0.575" Pitch="90" MinVel="-999999" MaxVel="999999"/>


    ETO_Hurri_FAA3
    <Effect Type="Track" EffectName="US_AAF_N6a_gunsight" PosX="0.000" PosZ="-0.500" PosY="0.700" Pitch="90.5" MinVel="-999999" MaxVel="999999"/>


    P-51B_334FS_QP-L
    <Effect Type="Track" EffectName="US_AAF_N9-_gunsight" PosX="-0.004" PosZ="-0.77" PosY="0.680" Pitch="90" MinVel="-999999" MaxVel="999999"/>


    P-51C_79FS_MC-L
    <Effect Type="Track" EffectName="US_NAvy_MK8_mod6_gunsight" PosX="0.005" PosZ="-0.05" PosY="0.57" Pitch="90" MinVel="-999999" MaxVel="999999"/>


    F7F-3_Tigercat
    <Effect Type="Track" EffectName="US_Navy_MK8_F7F-3_gunsight" PosX="0.001" PosZ="1.320" PosY="1.106" Pitch="91.5" MinVel="-999999" MaxVel="999999"/>


    DR_520_RatiP
    <Effect Type="Track" EffectName="FR_OPL_3_gunsight" PosX="0.00" PosZ="-0.975" PosY="0.807" Pitch="90" MinVel="-999999" MaxVel="999999"/>


    ETO_Huri_MkI, ETO_Hur_Mk2, ETO_Huri_Mk2P, ETO_Hur_MkIFin, ETO_Huri_MkI1, ETO_Huri_MkI2, ETO_Huri_MkI3
    <Effect Type="Track" EffectName="UK_RAF_Bob2-_gunsight" PosX="0.000" PosZ="-0.475" PosY="0.705" Pitch="90.5" MinVel="-999999" MaxVel="999999"/>


    ETO_Hur_MkIIc, ETO_Huri_Mk2b, ETO_Huri_Mk2C
    <Effect Type="Track" EffectName="UK_RAF_Bob1-_gunsight" PosX="0.000" PosZ="-0.475" PosY="0.710" Pitch="90.5" MinVel="-999999" MaxVel="999999"/>


    AVH_Seafury_FB11
    <Effect Type="Track" EffectName="UK_RAF_ETO_gunsight" PosX="-0.015" PosZ="-0.75" PosY="0.618" Pitch="90.25" MinVel="-999999" MaxVel="999999"/>


    ETO_Huri_Mk2rus, ETO_Hurri_FAA, ETO_Hurri_FAA2
    <Effect Type="Track" EffectName="UK_RAF_ETO-_gunsight" PosX="0.000" PosZ="-0.475" PosY="0.705" Pitch="90.5" MinVel="-999999" MaxVel="999999"/>


    ETO_Huri_MkIV, ETO_Huri_Mk4sg
    <Effect Type="Track" EffectName="UK_RAF_Hurricane-_gunsight" PosX="0.000" PosZ="-0.475" PosY="0.710" Pitch="90.5" MinVel="-999999" MaxVel="999999"/>


    Spitfire_PRU
    <Effect Type="Track" EffectName="UK_RAF_PRU-_gunsight" PosX="0.004" PosZ="-1.10" PosY="0.452" Pitch="90.5" MinVel="-999999" MaxVel="999999"/>


    ETO_Spit_Tuck
    <Effect Type="Track" EffectName="UK_RAF_Spitfire_gunsight" PosX="0.000" PosZ="-1.05" PosY="0.69" Pitch="89.5" MinVel="-999999" MaxVel="999999"/>


    ETO_Seafire1b, ETO_Seafire2c
    <Effect Type="Track" EffectName="UK_FAA_Seafire-_gunsight" PosX="0.000" PosZ="-1.15" PosY="0.535" Pitch="90.1" MinVel="-999999" MaxVel="999999"/>


    ETO_Hellcat, AvH_GB_Hellcat_Mk2_ET, 3un_F6F-5_atl, ETO_F6F5_VOF-usn
    <Effect Type="Track" EffectName="US_NAvy_Mk1_gunsight" PosX="0.00" PosZ="-0.65" PosY="1.105" Pitch="90" MinVel="-999999" MaxVel="999999"/>


    MIG_3
    <Effect Type="Track" EffectName="RU_USSR_MIG_gunsight" PosX="-0.005" PosZ="-0.165" PosY="0.673" Pitch="90" MinVel="-999999" MaxVel="999999"/>


    LA_5
    <Effect Type="Track" EffectName="RU_USSR_LA5_gunsight" PosX="0.0" PosZ="-0.125" PosY="1.166" Pitch="90" MinVel="-999999" MaxVel="999999"/>


    ETO_Fiat_G50It
    <Effect Type="Track" EffectName="IT_CAI_Tipo_C_gunsight" PosX="-0.0015" PosZ="-0.55" PosY="0.974" Pitch="90" MinVel="-999999" MaxVel="999999"/>


    AvH_JP_A6M5-52
    <Effect Type="Track" EffectName="US_test_gunsight" PosX="0.001" PosZ="0.106" PosY="0.822" Pitch="90" MinVel="-999999" MaxVel="999999"/>


    ETO_Bf110E_1
    <Effect Type="Track" EffectName="GR_OKL_Revi16NF_gunsight" PosX="0.001" PosZ="1.672" PosY="0.972" Pitch="90" MinVel="-999999" MaxVel="999999"/>


    bf_109g_6
    <Effect Type="Track" EffectName="bf_109g_6_gunsight" PosX="-0.0018" PosZ="-0.475" PosY="0.76175" Pitch="90" MinVel="-999999" MaxVel="999999"/>
    US Army, Major, Ret.

    Service To The Line,
    On The Line,
    On Time

    US Army Ordnance Corps.

  17. #117
    Hi!
    I've been sick for several days, but I've made some interesting progress.

    Regarding reticles which keys would you prefer to use for switching reticle size (and maybe brightness)?
    I should make them configurable of course, but it is not trivial, so for now I want to use some predefined keys (it might be a single key or a combination like CTRL+SHIFT+something).

    Also how would you prefer to configure sizes? Individual set of possible scales for each reticle in TextureMagic.ini or a simple switch like x0.5, x1, x2 ?

  18. #118
    SOH-CM-2020
    Join Date
    Jun 2005
    Location
    Aotearoa, New Zealand
    Age
    63
    Posts
    2,896
    What do people think about using some variation of F6? IIRC F6 is often used to switch to a cockpit view which aligns with the gunsight, so it would be easy to remember.

    Ctrl+Shift+F6 or somesuch?

  19. #119
    I'm thinking something we can type without taking your hand off the stick. Shift F6 is a bit of a reach even for my long fingers.

    Perhaps { and } (Shift Left Square and Shift Right Square)
    Left and Right Square are already used to zoom the pilot view in and out, so the Shift modifier would designate zooming the reticle in and out.

    We might be able to go with just three fixed magnification levels (heavy bomber, medium bomber, fighter), but some gunsights had multiple settings even beyond that (Fw 200, Ju 88, Me 110, Fw 190, Me 109).

    For now, I've been setting the one magnification level we have so that it matches up with a heavy bomber wingspan at 400m. Everything from there would be a decrease in magnification.

    If we allow this to be controlled by the texturemagic.ini file then it can be tuned to match each specific aircraft, and their expected opponents at a variety of desired ranges. For example for the seafire sight listed above it would be reticle_faa_seafire-.dds=1.00|0.80|0.75|0.50|0.45 at 400m and you could switch between each of the five settings using { and } depending on which enemy type you were up against.
    US Army, Major, Ret.

    Service To The Line,
    On The Line,
    On Time

    US Army Ordnance Corps.

  20. #120
    Sorry you're feeling poorly, I hope you get over it soon.

    It sounds like a great idea, and I agree with Andy that being able to have specific sizes for each reticle would be best. As far as keys, as long as they are configurable I really don't have a preference. Some sort of shift or control combo makes sense to me.

  21. #121
    Hi!
    Ok, the wait has been long enough.
    Here is a new beta: https://dl.dropboxusercontent.com/u/...50506.beta.zip

    It is still incomplete, but has some new features (and some broken, as always).

    - Physically based shading (a kind of) for aircrafts. Simply speaking the way aircraft glossiness works is completely overhauled. Some might appear less shiny, some more.
    - Standard cfs3 shadow for buildings is replaced with the same shadow as used for scenery.
    - Shift + { or } to cycle through dynamic reticle sizes listed in texturemagic.ini.
    - Bugfixes.

    Glass and metallic reflections are partially broken. They are difficult to get right.

  22. #122
    Sounds wonderful Andre! I hope I have time tonight to get a look, otherwise I will have to wait for the weekend. Thanks!

  23. #123
    Works well and will help me finish off the airfield now, many thanks Ankor.

  24. #124
    By the way, would it be possible to post a list of bug fixes so I can test them? Thanks.

  25. #125
    SOH-CM-2024 Pat Pattle's Avatar
    Join Date
    Jun 2005
    Location
    Newton Abbot, Devon. Dear old Blighty
    Age
    60
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    2,907
    Blog Entries
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    Thanks Andre, will give it a try! :0)
    CFS3 Battle of Britain Website: https://cfs3bob.wixsite.com/cfs3-bob
    CFS3 ACC Member & ETO Expansion Group

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