Author Topic: I made a couple tweaks: fixed 3d loadout icons, radar icons  (Read 2081 times)

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Offline Shivan Hunter

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I made a couple tweaks: fixed 3d loadout icons, radar icons
I went through all the weapon tech models in PCS2 and tweaked the radius (and sometimes bounding box) of detail0, so they show up properly in the loadout screen instead of being tiny and horrible and impossible to see. Also properly centered the EMP missile and some others that were a bit off.

https://i.imgur.com/ASfcoUP.png

Also: I always found it odd that the radar icon for a corvette was the Iceni, so I made a Deimos replacement (idk if it's any good) and a tbl entry so that the Iceni icon is only used by the Iceni itself. Also got rid of the grey box around the Orion and cargo icons.

https://i.imgur.com/AHx5lJU.png

Anyway you guys can take it or leave it but the microscopic icons have always annoyed me, so here:
https://mega.nz/file/0Z9gXYAL#pESPPm6dCBZ8i7-FERgLLJuAIVxdoy-3uTzHMb4WUnw

 
Re: I made a couple tweaks: fixed 3d loadout icons, radar icons
Formidable!

 

Offline Iain Baker

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Re: I made a couple tweaks: fixed 3d loadout icons, radar icons
Nice one. Sometimes even relatively minor changes can make a big difference 👍 
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Offline Galemp

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Re: I made a couple tweaks: fixed 3d loadout icons, radar icons
Those weapons have been bugging me for a very long time. Thanks!

FWIW I prefer the Iceni as the generic Corvette icon. The Deimos icon isn't abstracted enough for my taste.
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Offline Shivan Hunter

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Re: I made a couple tweaks: fixed 3d loadout icons, radar icons
Thanks all :)

I see your point about the Iceni - I'll probably keep the Deimos one in my own tweaks since the Iceni icon bugs me, but the Deimos's shape doesn't lend itself well to making a simple, readable icon.

 

Offline Shivan Hunter

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Re: I made a couple tweaks: fixed 3d loadout icons, radar icons
Just because there are a couple other models in the FSPort MVPs and in other mods that might like to use this trick, here's exactly what I discovered:

It's the radius and bounding box of the detail0 subobject, not the model as a whole, that matters.

The radius controls the size of the weapon as an icon: FSO seems to be trying to fit the model's radius within the height of the icon (this makes it tiny for the obvious reason). You can set the radius to an incorrect value, about 40%-ish of what it should be, to compensate for this. It usually took me a couple tries to make it look right.

Centering the icon within the rectangle uses detail0's bounding box. This is why the EMP bomb was so off-center - the detail0 is just the glass bit in front, with the rest of the model being a subobject of that. I extended detail0's bounding box back to cover the whole bomb, and the icon moved forwards to fit the rectangle.

Centering vertically is backwards, for some reason. Extending the bounding box downwards will make the icon move downwards inside its rectangle. A few of the models I tweaked have bounding boxes with the bottom bit moved in the opposite way to what you'd expect, because that made it fit correctly.

None of these tweaks to detail0 seem to change the way the model is displayed in its animation, on the side of the window, so don't worry about that.

  

Offline DefCynodont119

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Re: I made a couple tweaks: fixed 3d loadout icons, radar icons
Cool! I really like what you did with the 3d loadout weapon icons.
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Offline 0rph3u5

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Re: I made a couple tweaks: fixed 3d loadout icons, radar icons
Just because there are a couple other models in the FSPort MVPs and in other mods that might like to use this trick, here's exactly what I discovered:

It's the radius and bounding box of the detail0 subobject, not the model as a whole, that matters.

The radius controls the size of the weapon as an icon: FSO seems to be trying to fit the model's radius within the height of the icon (this makes it tiny for the obvious reason). You can set the radius to an incorrect value, about 40%-ish of what it should be, to compensate for this. It usually took me a couple tries to make it look right.

Centering the icon within the rectangle uses detail0's bounding box. This is why the EMP bomb was so off-center - the detail0 is just the glass bit in front, with the rest of the model being a subobject of that. I extended detail0's bounding box back to cover the whole bomb, and the icon moved forwards to fit the rectangle.

Centering vertically is backwards, for some reason. Extending the bounding box downwards will make the icon move downwards inside its rectangle. A few of the models I tweaked have bounding boxes with the bottom bit moved in the opposite way to what you'd expect, because that made it fit correctly.

None of these tweaks to detail0 seem to change the way the model is displayed in its animation, on the side of the window, so don't worry about that.

Does this make any difference to the collision of the missiles in gameplay?
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Offline Shivan Hunter

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Re: I made a couple tweaks: fixed 3d loadout icons, radar icons
The tech models are only used in the loadout screen; in gameplay, the model is the low-poly version which I haven't touched. So it shouldn't make any difference unless someone has used a tech model as an ingame missile model.

(How does missile/projectile collision work in FSO if, for instance, the missile travels much farther per frame than its bounding box size? I've made extremely fast-traveling weapons before and they still hit very small targets.)

 

Offline 0rph3u5

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Re: I made a couple tweaks: fixed 3d loadout icons, radar icons
Ah, I must have missed that you were talking about the tech model.
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Offline mjn.mixael

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Re: I made a couple tweaks: fixed 3d loadout icons, radar icons
This is good stuff. I'm going to hold off on the icon change pending more opinions, but I'll stick the weapons update in a 4.6.7 patch shortly.
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Offline Iain Baker

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Re: I made a couple tweaks: fixed 3d loadout icons, radar icons
This is great, but by blowing up the weapon icon images it shows their lack of detail. This probably wouldn’t have been a problem back when we all had 15 inch 4:3 monitors that maxed at 1024(ish) resolution, but on 23 inch and up monitors running at 1080p and above it’s pretty noticeable. #firstworldproblems  :lol:

Just a thought - would they benefit from AI upscale?

 
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Offline mjn.mixael

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Re: I made a couple tweaks: fixed 3d loadout icons, radar icons
These are actual 3D models, so I dunno what you're gonna do with an AI upscale.
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Offline Iain Baker

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Re: I made a couple tweaks: fixed 3d loadout icons, radar icons
Really? I’m talking about the static icons in the load out screen. I thought those were sprites? If not, I guess I lernt something new 👍
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Offline mjn.mixael

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Re: I made a couple tweaks: fixed 3d loadout icons, radar icons
Depending on your FSO settings, those can be actual image icons (retail's are blue outlines of the rough weapon shape) or sprites generated from the 3D model you see in the full weapon view on the right of the screen in weapon select.
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Offline Strygon

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Re: I made a couple tweaks: fixed 3d loadout icons, radar icons
Even then, AI Upscale can't magically add more detail where there previously was none. It makes existing details sharper, but doesn't add anything in of itself.
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Offline Shivan Hunter

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Re: I made a couple tweaks: fixed 3d loadout icons, radar icons
The issue with the weapon icons is that there's no lighting on them - this was always the case, but it's much more apparent if the icons are the proper size. I won't say "this should be easy to implement" because I know nothing in FSO is ever easy to implement :P

 

Offline Shivan Hunter

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Re: I made a couple tweaks: fixed 3d loadout icons, radar icons
 :bump:

Sorry to pester, but the destroyer and cargo icons are still surrounded by a mysterious box:



the radar-capital.dds and radar-cargo.dds files in my link in the first post should fix this! ;7