Hud-projection mod
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At the bottom of the hud you can see two overlapping green tinted circles - is to supposed to be like that?
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Hi Zelegend,
Yes, it is. Just like (almost) all other effects: it can be removed if people dislike it of course. When creating this setup, I mixed about 47 different lightingsangles to come together in an area that reflect underlying glass curves on the glass itself. Although more faint than the primairy reflection, it’s there as as pin off of the beam coming past the edge of the glass from the projector. It should be even more colored to the violet like colorrange though, but it’s quit tricky that colormultiplication messes up the effect. Also it’s alignment with the glassimprint itself (more difficult to see from these pics though, one should try it out to see it more clearly) is a factor here. I’ll see if it can be improved over the next couple of days though.
Regards,
Fan -
Looking glorius. Gonna download tomorrow when my internet is faster
NVM I’m downloading this s%*t TONIGHT!!
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Thank you, great work
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Thanks!
This project is still developing and slowly turning into a beta stage now. This means that I’ll test further adjustments carefully, in different conditions ingame, before more visual effects (at least the visibility from those) will be updated. Also, I’d like to take some time to gather comments from you all to see how I can use all those advices in the best way possible.
Well, anyhow, I put the next versions of the files up for download. Below the pics resulting from the use of the (newest) 3993.dss and 8005.dds files.
The following adjustments are made to the previous version:
- added stretch to the green area
- changed the transparancy of the hud-glass and made it a bit less violet
- mixed the overall colorpixels different, so the fonts and symbology appear much more in a variable illuminating state
- made the imprint of the underlying hudglass a bit more pronounced in the HudGlass
- added lensflare effects of the beamprojector itself, bottom-up wards (so it’s gives an opposite effect from the shader lensflare effects from outside the pit, what’s exactly what the projector does)
- some minor details, e.g. improved visibility of the canopy scratches and change in transparancy there
Ok, I hope you all like. I posted some more screenies below. Currently, I’m flying with this setup myself.
Any suggestions / comments: please feel free. I’d be happy to see if I can put all detail together and enhance it further.Regards,
FanThe download links for these files are:
Through mediafire:
http://www.mediafire.com/?3vhz8sxz6km1vyc
http://www.mediafire.com/?9aga2tnpwuw3k5kThrough 4Shared:
http://www.4shared.com/file/LsVuhr6c/3993.html
http://www.4shared.com/file/CuKWZnXn/8005.html -
Hi,
when you put the HUD on a darker coloured background (deep blue sky or ground) the rose tint looks ‘white-ish’ and washed out.
Have a look at the hud mod released by PL_Harpoon - the tint really seems to act like a tint no matter what is behind it.
Best regards
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thanks for the input. Yes, I know his mod of course. The point here is that the violet-color tint is not a constant throughout all views and should coincide more-or-less with the background. So whitish yes correct. But, when background is darker, also this ‘whitis’h’ should fade. In that area is still work to do though. PL_Harpoon made an constant overlay over the entire hud with a constant transparancy, so the colorrange is a constant too.
Point noted for next release.
Regards,
Fan -
Just for the not constant …
this is the block 52+. All systems off, good sunlight.
And yes it’s me… eat your hearts out… lol
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ARGGHHH!! I wish I’d sat there!! Nice man 8-)
Thanks for the update. Yes, the overlay is on the whole glass (it’s a coating applied to the newer blocks). When I try to model a imho upgraded view for greenish beam spin off on this hudglass, it’s more tricky I found. further more, when you’d move to your left or right, the intensity of this violet/purple coating is more/less intense it seems. I might be wrong though, I never (!!!) sat in a RL viper so who am I… just try to do my thing here and hope people enjoy my work. Perhaps I’m wishing for too much, might be. Well, still in the process of improving … at least I’d like to believe so
By the way, nice way to look at the canopy, I’m doing some work in that area as well (golden overlay, diffuses imprints, shaded for as less colorblending disruptions as possible, remaining the scratches of course etc.)
Regards,
FanOh, I posted a picture of the effect I’d like to build (well, only 1 of these circles that is. I know,it’s not the viper, but still);
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As I see it your mod is perfect. Being a bit darker or lighter doesn’t really matter. We play with the bush and we loose the forest here.
what I wanted to say with the pic is that the violet coating is constant. And it’s logical. For glare and reflection is for sure also I’m sure it makes the projection darker or more vivid (like Sony’s Black trinitron). Or even equalize the colors with the gold coating of the canopy??? eeehhhhhaaaaa am I gone or what??? -
Thanks mate - this one is the best HUD mod so far (in my opinion)
cheers
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As I see it your mod is perfect. Being a bit darker or lighter doesn’t really matter. We play with the bush and we loose the forest here.
what I wanted to say with the pic is that the violet coating is constant. And it’s logical. For glare and reflection is for sure also I’m sure it makes the projection darker or more vivid (like Sony’s Black trinitron). Or even equalize the colors with the gold coating of the canopy??? eeehhhhhaaaaa am I gone or what???don’t worry: the gold coloring is for the canopy only, very light tinting, so if you look outside it’s only some very light shades (gold) lighter. The HUD area is not distorted for the gold-overlay, in fact: I hope to make the symbology brighter/vivid indeed (verrrrrrrrrry complex brainer here, as I’m quite sure the colorrange is hard coded (Static C++ value in caption HUD.cpp reading: “static DWORD HUDcolor[]”, followed by the viable color range) I’m trying to import a different (newer version of) (alpha+color)blending method)
Also, the reflections are designed around the canopybubble shape itself the the reflected views one sees: from convex to concave to convex again, with a quite wide range in the above sector (pilot-head area)
Further, some details on the scratches / various lighting conditions outside.
(After this is done, I’ll modify further details (changed color DED to a brighter color: from light greenish toward yellow/orange, but not too bright; RWR back display, backlights of the panels: not only green but (in fact: shaded) mix of green for some gauges and white for others, etc.)
… I know: perhaps too much in the bush but, then again, I hope you’ll fancy the results.
Regards,
Fan -
just a little X-mas gift…
I’ll uploaded the latest developments of my HUD-projection mod. A lot is altered, mainly to improve overall visibility of the HUD symbology incl HMCS.
Still a beta, but some annoying thingy’s improved, well for now: just see for yourselves and choose if you’ll give it a go or wait until next year, when I’ll be finishing it eventuallysome pics first, then the download link, just the 8005.dds file this time, as nothing has changed to the 3993.dds file (it will, but haven’t had the time).
Happy X-mas!
ok, here’s the link…
http://www.mediafire.com/download.php?3io7sw36j9z08kx
enjoy!
Fan -
Looks much better but still missing glass edge.
Here’s where to find it on texture; strangely it’s not on wireframe in LE.
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really nice!
I’m using this one as my default.
Look forward to seeing future evolutions of this mod.
Many thanks!!!
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Looks much better but still missing glass edge.
Here’s where to find it on texture; strangely it’s not on wireframe in LE.
Yes, thanks. I’ve been trying some setups. However, non are yet satisfactory, so I decided to post the version with a somewhat decent area.
See my WIP file below, which is the same as the file in the download link. Today I’m going on a holiday for a week, so next year progress continuesRegards,
Fan -
If you put some updates (the 8005’s download link in the post#14 … please, update also post#1 !
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If you put some updates (the 8005’s download link in the post#14 … please, update also post#1 !
D-J,
Just to be clear on this: if I’d post new updates, you want me to give those links in the first post in this thread? Overwriting the first versions?
I’d be ok with that of course, I was thinking that the latest posts should contain the latest info, otherwise people can’t find the appropriate files.
How would the combine the last post with edits in the first?
Please your advise as a moderator…
Regards,
Fan -
D-J,
Just to be clear on this: if I’d post new updates, you want me to give those links in the first post in this thread? Overwriting the first versions?
I’d be ok with that of course, I was thinking that the latest posts should contain the latest info, otherwise people can’t find the appropriate files.
How would the combine the last post with edits in the first?
Please your advise as a moderator…
Regards,
Fansimply sayin in the last post:
-new version released, first post updated -
simply sayin in the last post:
-new version released, first post updatedOk, I mixed this idea with the following, aimed at people who like the previous versions more.
When I would just update the links themselves for each release, only the latest would be available for download. Until I’m finished, I’d like to let people choose which versions they like more.
So, I edited the first post, informing thread readers of the updates, where to look for the latest versions, and date + time of release.
I hope this will do.Regards,
Fan