Attention all skinners! - Page 10
Page 10 of 13 FirstFirst ... 2345678910111213 LastLast
Results 226 to 250 of 305

Thread: Attention all skinners!

  1. #226
    The positioning is good, but that reticle has a circular mask, and the reflector glass in the Lysander cockpit is square. You might prefer to use this one instead.

    <Effect Type="Track" EffectName="UK_RAF_ETO_gunsight" PosX="0.000" PosZ="1.075" PosY="1.058" Pitch="90.5" MinVel="-999999" MaxVel="999999"/>

    The pitch has also been adjusted slightly to align the gun convergence point with the center of the sight.
    US Army, Major, Ret.

    Service To The Line,
    On The Line,
    On Time

    US Army Ordnance Corps.

  2. #227
    I worked out the reticle positioning for ETO_P_51d_100_45. One of these lines should be added to the effects section of the aircraft xdp file.

    Based on the reflector sight modeled in the cockpit I would use:

    <Effect Type="Track" EffectName="US_AAF_N9_gunsight" PosX="0.008" PosZ="-0.675" PosY="0.770" Pitch="90" MinVel="-999999" MaxVel="999999"/>

    Based on the default static reticle referenced by the aircraft you could use:

    <Effect Type="Track" EffectName="US_AAF_K14_gunsight" PosX="0.008" PosZ="-0.675" PosY="0.770" Pitch="90" MinVel="-999999" MaxVel="999999"/>
    US Army, Major, Ret.

    Service To The Line,
    On The Line,
    On Time

    US Army Ordnance Corps.

  3. #228
    For the Firepower FP_P51d you may use these lines in the effects section of the aircraft xdp file to add the dynamic reticle.

    <Effect Type="Track" EffectName="US_AAF_K14_gunsight" PosX="0.035" PosZ="-0.375" PosY="0.6325" Pitch="90" MinVel="-999999" MaxVel="999999"/>
    <Effect Type="Track" EffectName="US_AAF_l3a_gunsight" PosX="-0.035" PosZ="-0.375" PosY="0.6325" Pitch="90" MinVel="-999999" MaxVel="999999"/>
    US Army, Major, Ret.

    Service To The Line,
    On The Line,
    On Time

    US Army Ordnance Corps.

  4. #229
    Hmm, you bring up a good point Andy, on the reticles I've made, the viewing area has always been round, as I thought it's shape was determined by the round lens rather than the square glass. But I don't understand many of the details of how these things work. Does the size of the glass determine the size of the viewing area as well, or are there other limitations?

  5. #230
    As you look at the wide variety of cockpits we have you will see reflector glass that is square, rectangular, round, oval, etc. Typically the cockpits were constructed in a way that AnKor's dynamic reticles will only display what is inside that area (there are a few exceptions).

    To better match those shapes, and avoid having the reticle display outside the boundary of the glass, my reticle pack included both full square versions, and ones with a shape mask to match the particular reflector glass. My standard naming convention includes the "-" character to designate reticles that included the custom mask shape.

    The reticle shape itself is fully defined in the Alpha layer, and should not include any clipping of the shape to match the glass. This is done entirely in the color layer with black defining what needs to be masked out.

    The size (z value, positive is smaller) and position (x and y values) of the reticle display is controlled by the positioning in the cockpit relative to the reflector glass. If you use EffectName="US_Test_GUNSIGHT" you will be able to see the size and position of the square mask. I use this to fine tune everything before I finalize it with the proper effect name for that reflector sight.

    To get the shape mask I would take a picture in the cockpit, and then overlay that on the square to know where to paint out the black border. Blurring the edge of the shape mask provides a nice fading out effect as the bright reticle comes near the edges of the reflector glass.

    The colored part of the shape mask determines what color the reticle will display as. The white alpha areas being the shape mask color, and the black being the multiply value of that color with itself (light yellow becomes darker orange)
    US Army, Major, Ret.

    Service To The Line,
    On The Line,
    On Time

    US Army Ordnance Corps.

  6. #231
    My question was actually related to how the real reflector sights worked. What design feature determines the size and shape of the area in which the reticle is visible? Glass size and shape, or lens size and shape, or something else altogether?

    But speaking of how Ankor's work, I'll add a couple of my own observations:

    1. If part of the reticle shape touches the edge of the alpha layer, any visible pixels on the boarder will repeat to infinity. It seems possible that this was the case on some real sights, but I've not been able to confirm this.

    2. The size of the display area is directly controlled by the size of the sprite as defined in the effects.xml. The values there are actually many times smaller than the reticle will actually be, and are expanded by the shaders. Moving the reticle forward and aft also has the same effect, and might be better in most cases so the same effect can be used on multiple cockpits where the dimensions might be slightly different. The draw back is when it has to move so far that the reticle begins to appear in front of or behind other objects in the cockpit. Neither method changes the stadiametric ranging properties of the reticle - those are adjusted in the texturemagic.ini.

  7. #232
    The lens projects the reticle image, but the reflector glass limits what can be displayed.


    US Army, Major, Ret.

    Service To The Line,
    On The Line,
    On Time

    US Army Ordnance Corps.

  8. #233
    At the bottom of the glass the reticle doesn't display in the corners on that one, I assume due to the lens?

  9. #234
    That's probably an artifact of the straight line that the head movement was following in this gif. Positioning the view track a little lower on the reflector glass and you probably would see the reticle displayed in those lower corners of the glass as well.

    Part of what makes this difficult to figure out is the difference in perspective between thinking the gunsight is projecting an image on the reflector glass. versus we're looking down into the gunsight using the reflector glass. The physics of both are probably the same but the the second makes it easier for me to reconcile why a round reticle doesn't look like an oval when projected onto an angled surface. As I move my head around I'm using different parts of the reflector glass to look down into the gunsight to see the round reticle image.
    US Army, Major, Ret.

    Service To The Line,
    On The Line,
    On Time

    US Army Ordnance Corps.

  10. #235
    For p_47d_25 82nd FS and p_47d_25 512th FS you can add these lines to the effects section of the aircraft xdp file for the dynamic reticle.

    <Effect Type="Track" EffectName="US_AAF_K14_gunsight" PosX="-0.035" PosZ="-0.15" PosY="0.940" Pitch="90.5" MinVel="-999999" MaxVel="999999"/>
    <Effect Type="Track" EffectName="US_AAF_K14_gunsight" PosX="0.035" PosZ="-0.15" PosY="0.940" Pitch="90.5" MinVel="-999999" MaxVel="999999"/>
    US Army, Major, Ret.

    Service To The Line,
    On The Line,
    On Time

    US Army Ordnance Corps.

  11. #236
    Why two set of values:PosX="-0.035" and PosX="0.035" ?

  12. #237
    It seemed the best way to cover the wide shallow rectangle of the reflector glass. The two squares sit side-by-side without overlap, but touching, and the reticle image moves seamlessly across the boundary so you don't notice it being two different merged effects.
    US Army, Major, Ret.

    Service To The Line,
    On The Line,
    On Time

    US Army Ordnance Corps.

  13. #238
    Playing around more dynamic reticle, I am having a problem with AvH_US_P-51D-25d ; only a portion of the reticle is visible.

    <Effect Type="Track" EffectName="US_AAF_N9-_gunsight" PosX="0.011" PosZ="-0.500" PosY="0.753" Pitch="90.0" MinVel="-999999" MaxVel="999999"/>

    Does the pitch nee to be adjusted ?

  14. #239
    This is what I've been using:

    <Effect Type="Track" EffectName="US_AAF_N9_gunsight" PosX="0.008" PosZ="-0.675" PosY="0.770" Pitch="90" MinVel="-999999" MaxVel="999999"/>
    US Army, Major, Ret.

    Service To The Line,
    On The Line,
    On Time

    US Army Ordnance Corps.

  15. #240
    Thanks for the input.
    Still having trouble distinguishing using between US_AAF_N9_gunsight or US_AAF_N9-_gunsight.

  16. #241
    Nice work. The reticle still is an oval on the glass but we see it at a 45' angle so it returns to a circle image in our head, or from our angle. HUD still uses this effect to this day. And the rendering in game space is still just a circle on a square floating in front of the pilot, not an actual reflected image, right?
    [SIGPIC][/SIGPIC]
    It's perfectly ordinary banter Squiffy, "Bally Jerry, pranged his kite, right in the 'how's your father.'" - Monty Python, RAF Banter Sketch.

    squiffy, a. slang. 1. Intoxicated; drunk. 2. Askew, skew-whiff. - OED

  17. #242
    Of course
    In game it is just a transparent rectangle in front of the glass (it is not even parallel to the glass) and a bit of math to draw reticle as if it was projected "at infinity".

  18. #243
    Squiffy, are you using Ankor's shaders yet? It's a pretty incredible upgrade of the stock CFS3 graphics that came along while you were away. Properly rendered reflector sight reticles is one among MANY improvements and new features: http://www.sim-outhouse.com/sohforum...7_jan_2017.zip

  19. #244
    Oh my goodness! I found something to pass the hot hazy days between car shows. Might not get to it until next week. Thanks gecko!
    [SIGPIC][/SIGPIC]
    It's perfectly ordinary banter Squiffy, "Bally Jerry, pranged his kite, right in the 'how's your father.'" - Monty Python, RAF Banter Sketch.

    squiffy, a. slang. 1. Intoxicated; drunk. 2. Askew, skew-whiff. - OED

  20. #245
    Here are the dynamic reticle positions for the AeroSim JAAF Fighters

    AS_ki44_2c
    <Effect Type="Track" EffectName="JP_AAF_Type100_gunsight" PosX="0.00" PosZ="-0.675" PosY="0.970" Pitch="90.5" MinVel="-999999" MaxVel="999999"/>


    AS_ki61
    <Effect Type="Track" EffectName="JP_AAF_Type100_gunsight" PosX="0.00" PosZ="0.2" PosY="0.875" Pitch="90.5" MinVel="-999999" MaxVel="999999"/>


    AS_ki84
    <Effect Type="Track" EffectName="JP_AAF_Type100_gunsight" PosX="0.00" PosZ="-1.6125" PosY="0.935" Pitch="90.5" MinVel="-999999" MaxVel="999999"/>


    AS_ki100
    <Effect Type="Track" EffectName="JP_AAF_Type100_gunsight" PosX="0.00" PosZ="0.2" PosY="0.935" Pitch="90.5" MinVel="-999999" MaxVel="999999"/>


    You have to add these static names to the [ReticleStatic] section of the TextureMagic.ini file before the reticle effect will work.


    AS_ki44_2c_ret.dds
    AS_ki61_1a_ret.dds
    AS_ki61_1c_ret.dds
    AS_ki61_1d_ret.dds
    AS_ki84_1a_ret.dds
    AS_ki84_1b_ret.dds
    AS_ki100_1a_ret.dds
    AS_ki100_1b_ret.dds


    In most cases you'll want to use Shift+] to reduce the reticle size to 0.75, and then Ctrl+] to lower the brightness.

    US Army, Major, Ret.

    Service To The Line,
    On The Line,
    On Time

    US Army Ordnance Corps.

  21. #246
    Quote Originally Posted by MajorMagee View Post
    Here are the dynamic reticle positions for the AeroSim JAAF Fighters

    AS_ki44_2c
    <Effect Type="Track" EffectName="JP_AAF_Type100_gunsight" PosX="0.00" PosZ="-0.675" PosY="0.970" Pitch="90.5" MinVel="-999999" MaxVel="999999"/>


    AS_ki61
    <Effect Type="Track" EffectName="JP_AAF_Type100_gunsight" PosX="0.00" PosZ="0.2" PosY="0.875" Pitch="90.5" MinVel="-999999" MaxVel="999999"/>


    AS_ki84
    <Effect Type="Track" EffectName="JP_AAF_Type100_gunsight" PosX="0.00" PosZ="-1.6125" PosY="0.935" Pitch="90.5" MinVel="-999999" MaxVel="999999"/>


    AS_ki100
    <Effect Type="Track" EffectName="JP_AAF_Type100_gunsight" PosX="0.00" PosZ="0.2" PosY="0.935" Pitch="90.5" MinVel="-999999" MaxVel="999999"/>


    You have to add these static names to the [ReticleStatic] section of the TextureMagic.ini file before the reticle effect will work.


    AS_ki44_2c_ret.dds
    AS_ki61_1a_ret.dds
    AS_ki61_1c_ret.dds
    AS_ki61_1d_ret.dds
    AS_ki84_1a_ret.dds
    AS_ki84_1b_ret.dds
    AS_ki100_1a_ret.dds
    AS_ki100_1b_ret.dds


    In most cases you'll want to use Shift+] to reduce the reticle size to 0.75, and then Ctrl+] to lower the brightness.

    Thank you for these
    There are also the AS_ki44_2a and the AS_ki43_1a can I use the same values and add the AS_ki44_2a_ret.dds and AS_ki43_1a_ret.dds

  22. #247
    Here the location for the FS_Bf110C3 series of cockpits.

    <Effect Type="Track" EffectName="GR_OKL_Revi16NF_gunsight" PosX="0.001" PosZ="1.530" PosY="1.0275" Pitch="89.5" MinVel="-999999" MaxVel="999999"/>


    Don't forget to add fs_bf110gus.dds to the [ReticleStatic] section of TextureMagic.ini
    US Army, Major, Ret.

    Service To The Line,
    On The Line,
    On Time

    US Army Ordnance Corps.

  23. #248
    Here are a few more for the AeroSoft Zeros

    AS_A6M7, AS_A6M2a, AS_A6M2b_1, AS_A6M2b_3, AS_A6M3_1, AS_A6M3_2, AS_A6M3_110, AS_A6M3_T2 197, AS_A6M3_U128, AS_A6M5_1, AS_A6M5_2, AS_A6M5c_1
    <Effect Type="Track" EffectName="JP_IJN_Type98-jp_gunsight" PosX="0.0225" PosZ="0.115" PosY="0.955" Pitch="90.25" MinVel="-999999" MaxVel="999999"/>


    AS_A6M2b_2
    <Effect Type="Track" EffectName="JP_IJN_Type98-jp_gunsight" PosX="0.0225" PosZ="0.175" PosY="0.955" Pitch="89.5" MinVel="-999999" MaxVel="999999"/>


    AS_A6M2b_M
    <Effect Type="Track" EffectName="JP_IJN_Type98-jp_gunsight" PosX="0.0225" PosZ="-0.04" PosY="0.850" Pitch="90.25" MinVel="-999999" MaxVel="999999"/>

    These use a new reticle reticle_ijn_type98-jp.dds that I created from the static reticle_jp.dds that comes with the Zero pack.

    reticle_ijn_type98-jp.zip

    The new line for the effects.xml is
    <JP_IJN_Type98-jp_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-jp.dds" BlendMode="QuadSprite"/>
    US Army, Major, Ret.

    Service To The Line,
    On The Line,
    On Time

    US Army Ordnance Corps.

  24. #249
    SOH-CM-2023 mongoose's Avatar
    Join Date
    Jun 2005
    Location
    Navigator, where are we?
    Age
    79
    Posts
    3,535
    Quote Originally Posted by MajorMagee View Post
    Here the location for the FS_Bf110C3 series of cockpits.

    <Effect Type="Track" EffectName="GR_OKL_Revi16NF_gunsight" PosX="0.001" PosZ="1.530" PosY="1.0275" Pitch="89.5" MinVel="-999999" MaxVel="999999"/>


    Don't forget to add fs_bf110gus.dds to the [ReticleStatic] section of TextureMagic.ini

    Thanks Andy; that did the trick!

    This is good for the BoB C4 series as well. Also for fs/w40/eto bf110s IF the virtual cockpit is changed to the ETO/BoB one by copying the appropriate m3d file. (These will be uploaded in due corset when all have been converted.)

    Cato said "Carthaginem esse delendam"
    I say "Carthago iam diu deleta,sed enim Bellum Alium adhuc aedificandum est"

  25. #250
    SOH-CM-2023 mongoose's Avatar
    Join Date
    Jun 2005
    Location
    Navigator, where are we?
    Age
    79
    Posts
    3,535
    The dynamic reticle position for the ETO_bf110c6 is somewhere between the Bf110 E 1 in the Ankor list and the above earlier C series; although it seems the pit is the same. Try this below.

    <Effect Type="Track" EffectName="GR_OKL_Revi16NF_gunsight" PosX="0.001" PosZ="1.672" PosY="1.0375" Pitch="90" MinVel="-999999" MaxVel="999999"/>

    MajorMagee, will you be adding all the later reticle positions to your readme in Ankor should we get further updates?

    Cato said "Carthaginem esse delendam"
    I say "Carthago iam diu deleta,sed enim Bellum Alium adhuc aedificandum est"

Members who have read this thread: 10

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •