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-   -   [TEC] Mod Tools, HowTo (https://www.subsim.com/radioroom/showthread.php?t=162702)

Abd_von_Mumit 09-15-10 09:34 AM

Quote:

Originally Posted by TheDarkWraith (Post 1493724)
The filtering I used was declared in the .ini files. When you add new items to .ini files via menu editor it doesn't set the filtering. You have to edit the .ini files and change the values to make it use filtering.

I just substitute existing game .dds files with new ones, without editing .ini files (only 1 .cfg file is edited). I also want it to stay that way for simplicity and full compatibility with any other mods - as I understand editing .ini files would greatly increase chances of incompatibility with other mods.

SteelViking 09-15-10 03:53 PM

My advice for anti-aliasing images(if it is critical), is to scale them up by factor 2 from stock, and apply a Gaussian blur factor <or= to 0.7. Then apply an unsharp filter of 0.10 or greater. All this can be done in GIMP. Plus, you will get slightly better quality if you use gamma corrected mipmaps.

Abd_von_Mumit 09-15-10 04:19 PM

Quote:

Originally Posted by SteelViking (Post 1494122)
My advice for anti-aliasing images(if it is critical), is to scale them up by factor 2 from stock, and apply a Gaussian blur factor <or= to 0.7. Then apply an unsharp filter of 0.10 or greater. All this can be done in GIMP. Plus, you will get slightly better quality if you use gamma corrected mipmaps.

Thank you very much. I can't apply this procedure to the files I'm working on right now, but will save this tip for later. :up:

SteelViking 09-15-10 04:48 PM

Quote:

Originally Posted by Abd_von_Mumit (Post 1494152)
Thank you very much. I can't apply this procedure to the files I'm working on right now, but will save this tip for later. :up:

Ah, are you working on images for the UI? If so, you can still use a similar procedure. Skip the scaling(since it won't work) and do the other 3 things, using values half as big as I recommended. That should still help a pretty good deal.

Also, though you did not have it set to save the images compressed in that screen shot, it is imperative that you not save any image file with a compression unless it is gigantic. Saving with compression, no matter how high quality of a compression you use will damage/distort the image. It will do this in GIMP and in PS.

RdJ 09-17-10 11:41 AM

Quote:

Originally Posted by TheDarkWraith (Post 1493131)
you're trying to call the base class the incorrect way. You should do it this way:

super( MyServer, self ).service = service

I get the same error when I do that...

Abd_von_Mumit 09-19-10 09:59 AM

For my Map Tools mod - do map tools, which are only displayed in one, base size, need mipmaps at all? :hmmm: Wouldn't it be better resources-wise to get rid of mipmaps in dds files?

And IF mipmaps are not needed and safe (for every configuration - this is a must condition), do we need the map tools in dds format? Dds files are 35% bigger than identical tgas.

TheDarkWraith 09-19-10 10:07 AM

Quote:

Originally Posted by Abd_von_Mumit (Post 1497364)
For my Map Tools mod - do map tools, which are only displayed in one, base size, need mipmaps at all? :hmmm: Wouldn't it be better resources-wise to get rid of mipmaps in dds files?

And IF mipmaps are not needed and safe (for every configuration - this is a must condition), do we need the map tools in dds format? Dds files are 35% bigger than identical tgas.

mipmaps are only needed for rendering at different X,Y,Z values from camera. Since these tools are not being drawn at different distances there's no need for mipmaps. Game can use TGA or DDS format.

SteelViking 09-19-10 10:50 AM

Quote:

Originally Posted by Abd_von_Mumit (Post 1497364)
For my Map Tools mod - do map tools, which are only displayed in one, base size, need mipmaps at all? :hmmm: Wouldn't it be better resources-wise to get rid of mipmaps in dds files?

And IF mipmaps are not needed and safe (for every configuration - this is a must condition), do we need the map tools in dds format? Dds files are 35% bigger than identical tgas.

Quote:

Originally Posted by TheDarkWraith (Post 1497371)
mipmaps are only needed for rendering at different X,Y,Z values from camera. Since these tools are not being drawn at different distances there's no need for mipmaps. Game can use TGA or DDS format.

Exactly like TDW said. When I told you that gamma corrected mipmaps would help out quality a bit, I did not realize that you were working on images for the UI.

Abd_von_Mumit 09-19-10 12:22 PM

Quote:

Originally Posted by TheDarkWraith (Post 1497371)
mipmaps are only needed for rendering at different X,Y,Z values from camera. Since these tools are not being drawn at different distances there's no need for mipmaps. Game can use TGA or DDS format.

Much appreciated. Thank you! :salute:

Abd_von_Mumit 09-20-10 03:47 PM

With every tiny mod I make my appetite for more serious modding grows. I hope to find a cure soon, as this actually keeps me out of game :har:, but got a question:

Is it possible (makeable) to have a draggable tool consisting of 3 elements overlapping each other (half-transparent), where one is fixed (is a "base" of the tool) and the 2 others move freely to sides (in 1 axis only, horizontal), where freely means when dragged with mouse coursor (part #2 moves independently of part #3)? :hmmm:

TheDarkWraith 09-20-10 03:52 PM

Quote:

Originally Posted by Abd_von_Mumit (Post 1498273)
With every tiny mod I make my appetite for more serious modding grows. I hope to find a cure soon, as this actually keeps me out of game :har:, but got a question:

Is it possible (makeable) to have a draggable tool consisting of 3 elements overlapping each other (half-transparent), where one is fixed (is a "base" of the tool) and the 2 others move freely to sides (in 1 axis only, horizontal), where freely means when dragged with mouse coursor (part #2 moves independently of part #3)? :hmmm:

I did that in my attack disc front side....take a look at it :03: It's a little complicated to do but it can be done.

Abd_von_Mumit 09-20-10 04:06 PM

Quote:

Originally Posted by TheDarkWraith (Post 1498283)
I did that in my attack disc front side....take a look at it :03: It's a little complicated to do but it can be done.

Somehow I knew it would be you to answer - you're an invaluable asset, SubSim community should catch you, keep in an isolated glass tank, feed and make you work harder. :D

Back to topic: your attack disc and the bits of information you dropped about how it was made actually incepted me with the idea described above. However you mentioned a few times, that the movable parts of AD are attached to circular indicators (variables?), and that you are already out of these variables for use with other interface elements. The tool I'm thinking about (a slipstick) would make little sense without the Attack Disc as well - or, rephrased: Attack Disc is more valuable a tool to have than a slipstick (it is my opinion, I know some would not share it - it's quite irrelevant now though).

So the question is - could we have such tool as an addition, without getting rid of the Attack Disc? The important part of its description is: none of the parts needs to be (or even could be) attached to any sub related value/dial.

TheDarkWraith 09-20-10 04:20 PM

Quote:

Originally Posted by Abd_von_Mumit (Post 1498293)
Somehow I knew it would be you to answer - you're an invaluable asset, SubSim community should catch you, keep in an isolated glass tank, feed and make you work harder. :D

Back to topic: your attack disc and the bits of information you dropped about how it was made actually incepted me with the idea described above. However you mentioned a few times, that the movable parts of AD are attached to circular indicators (variables?), and that you are already out of these variables for use with other interface elements. The tool I'm thinking about (a slipstick) would make little sense without the Attack Disc as well - or, rephrased: Attack Disc is more valuable a tool to have than a slipstick (it is my opinion, I know some would not share it - it's quite irrelevant now though).

So the question is - could we have such tool as an addition, without getting rid of the Attack Disc? The important part of its description is: none of the parts needs to be (or even could be) attached to any sub related value/dial.

you can share dials - i.e. multiple items can use the same dial. Therefore you could make your new tool and link the discs to any dial. You have to link them to a dial to get them to rotate with mouse or you can use keys to rotate the discs.

Abd_von_Mumit 09-20-10 04:33 PM

Quote:

Originally Posted by TheDarkWraith (Post 1498304)
you can share dials - i.e. multiple items can use the same dial. Therefore you could make your new tool and link the discs to any dial. You have to link them to a dial to get them to rotate with mouse or you can use keys to rotate the discs.

Bad news. Binding them to dials would render the tool much less useful. It would also be too much time consuming to use it - it's supposed to be handy, not a torment.

What about 3 independent mouse-draggable elements that can be moved only in horizontal dimension? (X-axis?) This would simulate the tool better than keyboard keys.

TheDarkWraith 09-20-10 04:42 PM

Quote:

Originally Posted by Abd_von_Mumit (Post 1498315)
Bad news. Binding them to dials would render the tool much less useful. It would also be too much time consuming to use it - it's supposed to be handy, not a torment.

What about 3 independent mouse-draggable elements that can be moved only in horizontal dimension? (X-axis?) This would simulate the tool better than keyboard keys.

dials can be linear instead of circular so yes should be possible. Having 3 mouse-draggable elements is not possible - or I should say would require much testing and trying to make it work if it's even possible to do


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