Thread: [WIP] Radione R3
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Old 06-04-22, 03:35 PM   #17
gap
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Join Date: Jan 2011
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Quote:
Originally Posted by GrenSo View Post
I can have a try but this needs more time that the current version of the R3, because:
  1. The button animation is not a click animation but a roation animation and I haven't done that yet and I don't know how it can be implemented with the function of volume
  2. The choice of frequency is also a roation animation and it's depents of the used radio mod where the pointer will stop
  3. Or as an alternative to 2. the frequency display have to split up into 360° and the pointer use the displayed and used frequency from the used radio mod or rather of the used one radio.ini.
I am aware of those limitations. We can't get knobs to rotate realistically. My ideas on some possible workarounds

  • Radio tuning knob

    The 'Abstimmung' (frequency selection) knob might be divided in two parts, left and right, with a slight overlapping over the center maybe. Each half should behave as a separate button; the right half as the 'forward' button, and the left one as the 'back' button.
    When one of the buttons is hovered with the mouse cursor, it gets highlighted, but in place of a regular highlight texture a texture with a different rotation of the knob will be triggered; clockwise for the forward button and counter-clockwise for the back one.
    If one of the button is clicked, it should quickly rotate another notch either clockwise or counter-clockwise before returning to the original position, so to denote that the station tuning has been correctly triggered.

  • Tuning needle indicator

    To the best of my recollection, in stock game the indicator rotates randomly while the radio is searching for the next station, and the position where it stops brings no relation with the frequency of the tuned station, but I can be wrong on that. If the latter is the case, cool, the following website has high resolution pictures of a Radione display:

    http://www.museum-zwentendorf.at/438...ione-r9-1.html

    We could use the information contained in those pictures to setup realistically the frequencies of the radio stations available in game. Nonetheless, as you already noted, for getting the correct visual output we should make the neeedle to rotate 360 degs, if possible. If not, that's okay too. After all we can't turn a submarine simulation into a radio tuner simulation

  • Tuning display and volume knob

    We should convert the 'Lautstärke' knob into a play/pause button. Again, hovering that button should "turn" it by one notch, meaning that the button can be clicked. Clicking the button should turn it by another notch. Clockwise for switching from pause to play and vice-versa.
    When the radio is in 'pause' mode, the tuning display should be dark, but it should get lit when the radio is in play mode. Doing so might require the knob and the display lens to be part of the same button though. Note that the lit and unlit lenses in my texture are semi-transparent, so they can overlap the tuning needle giving the impression that the needle is placed below the lens.

  • Handle

    That should be the spot where you can click for dragging the radio. I have provided an highlighted handle so to make clear for the player that the mouse is in the correct position, but for the same purpose I could create a curved/extended version of the same handle.

For getting all of the above to work as supposed, my texture might require some editing/rearrangement, but that's not a big deal as I have it in photoshop format with most of the interactive parts in separate layers.


Quote:
Originally Posted by GrenSo View Post
But until I will try to adopt your Radione R2 with all functions, I will first finish my new version of the Electrola C106UPgramophon. https://www.subsim.com/radioroom/sho...d.php?t=252869
Take your time on that
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