ph01_cockpit

Thinking about improving the Artwork in Vega Strike, or making your own Mod? Submit your question and ideas in this forum.

Moderator: pyramid

pheldens
Bounty Hunter
Bounty Hunter
Posts: 178
Joined: Mon Sep 26, 2005 1:15 am

Post by pheldens »

maybe some rounding to 8 or someething for gl panes, wildguessing
klauss
Elite
Elite
Posts: 7243
Joined: Mon Apr 18, 2005 2:40 pm
Location: LS87, Buenos Aires, República Argentina

Post by klauss »

The wraparound must be a driver bug.
It must not be correctly handling out-of-screen viewports.
The fix: make sure no VDU gets past the screen's edge. Ie: left + width < 1.
A better fix: better drivers.
Oíd mortales, el grito sagrado...
Call me "Menes, lord of Cats"
Wing Commander Universe
loki1950
The Shepherd
Posts: 5841
Joined: Fri May 13, 2005 8:37 pm
Location: Ottawa
Contact:

Post by loki1950 »

cleared up for me @1280x1024 both VDU toggles now work with all the text 8) btw thx for the config file update klauss don't have to do myself now :wink:

Enjoy the Choice :)
my box::HP Envy i5-6400 @2Q70GHzx4 8 Gb ram/1 Tb(Win10 64)/3 Tb Mint 19.2/GTX745 4Gb acer S243HL K222HQL
Q8200/Asus P5QDLX/8 Gb ram/WD 2Tb 2-500 G HD/GF GT640 2Gb Mint 17.3 64 bit Win 10 32 bit acer and Lenovo ideapad 320-15ARB Win 10/Mint 19.2
pheldens
Bounty Hunter
Bounty Hunter
Posts: 178
Joined: Mon Sep 26, 2005 1:15 am

Post by pheldens »

no wait, we shouldnt be focussing on non 4:3 resolutions should we? the engine isnt made for that. as stated in the wiki.

Atleast the devs shouldnt base any decisions on how vegastrike looks on 1280*1024.

Unless the engine dev can reassure us that a 4:3 rectangle in 1024x768 looks like a 4:3 rectangle on 1280x1024 too.

This may explain alot of the aspect errors in the HUDS, like eggy radars, compressed vdu's etc.
klauss
Elite
Elite
Posts: 7243
Joined: Mon Apr 18, 2005 2:40 pm
Location: LS87, Buenos Aires, República Argentina

Post by klauss »

pheldens wrote:Unless the engine dev can reassure us that a 4:3 rectangle in 1024x768 looks like a 4:3 rectangle on 1280x1024 too.
AFAIK, non 4:3 refers to monitor dimensions, not screen resolutions.
Screen coordinates are in normalized [-1..1] range, so resolution should make little difference.
Should.
Perhaps pixel aspect ratio isn't being set properly (ie: 0.9375 for 1280x1024, 1.00 for 1024x768, etc...).
Oíd mortales, el grito sagrado...
Call me "Menes, lord of Cats"
Wing Commander Universe
pheldens
Bounty Hunter
Bounty Hunter
Posts: 178
Joined: Mon Sep 26, 2005 1:15 am

Post by pheldens »

you're right, not like that.
I should have written out the full default norm:
1.0 pixelratio on a 4:3 viewable area with any 4:3 res.
This is the screen you should test HUD's with, people with another configuration, or unsure shouldnt make changes. or atleast poll if it looks the same for others.


I'm tweaking this cockpit a bit locally:

- "lock" moves to being an orange, unanimated ring, around the "M" missilie lock light.
- "M" changed to "L" for both Locking types.
- Jump light deanimated (has some engine triggered flicker upon approach)
- ECM light deanimated
- Rounding radars properly. no eggs please. (increases depth/lense effect for the human eye/brain too.
- re-alignment of all objects
klauss
Elite
Elite
Posts: 7243
Joined: Mon Apr 18, 2005 2:40 pm
Location: LS87, Buenos Aires, República Argentina

Post by klauss »

pheldens wrote:- "lock" moves to being an orange, unanimated ring, around the "M" missilie lock light.
- "M" changed to "L" for both Locking types.
Makes total sense.
I'd apply that.
pheldens wrote:- Jump light deanimated (has some engine triggered flicker upon approach)
I tried to fix that... it's tricky.
I wouldn't apply that change, it would perpetuate the flicker.
pheldens wrote:- ECM light deanimated
Of taste...
pheldens wrote:- Rounding radars properly. no eggs please. (increases depth/lense effect for the human eye/brain too.
- re-alignment of all objects
I'd need a screenshot of that - I don't get it.
Oíd mortales, el grito sagrado...
Call me "Menes, lord of Cats"
Wing Commander Universe
pheldens
Bounty Hunter
Bounty Hunter
Posts: 178
Joined: Mon Sep 26, 2005 1:15 am

Post by pheldens »

klauss wrote:
pheldens wrote:- Jump light deanimated (has some engine triggered flicker upon approach)
I tried to fix that... it's tricky.
I wouldn't apply that change, it would perpetuate the flicker.
No but now it has double flicker, the engine generated flicker (doesnt disturb me as such. ), plus the ani flicker.
klauss wrote:
pheldens wrote:- Rounding radars properly. no eggs please. (increases depth/lense effect for the human eye/brain too.
- re-alignment of all objects
I'd need a screenshot of that - I don't get it.
See the first picture in this thread above:
radars are oval, flattened, when they are made back to a perfect circle, the 3d effect in your brain increases, when you see the dots move, they trace an invisible concave depth more clearly.
pheldens
Bounty Hunter
Bounty Hunter
Posts: 178
Joined: Mon Sep 26, 2005 1:15 am

Post by pheldens »

crosshair:
Image

realigned/altered lights:
Image
Image
Image
Last edited by pheldens on Fri Nov 24, 2006 8:45 pm, edited 1 time in total.
klauss
Elite
Elite
Posts: 7243
Joined: Mon Apr 18, 2005 2:40 pm
Location: LS87, Buenos Aires, República Argentina

Post by klauss »

Cool. I want that.
Just... BLAST is upside down ;)
Oíd mortales, el grito sagrado...
Call me "Menes, lord of Cats"
Wing Commander Universe
pheldens
Bounty Hunter
Bounty Hunter
Posts: 178
Joined: Mon Sep 26, 2005 1:15 am

Post by pheldens »

Post Reply