December 21, 2024, 14:15:34

Author Topic: Nexus and problems with widescreen  (Read 117835 times)

Offline Sargoth

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Re: Nexus and problems with widescreen
« Reply #25 on: December 28, 2015, 20:04:51 »
Thanks! I've changed it and the other name boxes a bit. Should present much better now - https://dl.dropboxusercontent.com/u/20010147/13_1.brief  ;D

Edit: Video of the brief
https://youtu.be/j88LsM4a7oI
« Last Edit: December 28, 2015, 20:14:57 by Sargoth »

Offline GeoModder

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Re: Nexus and problems with widescreen
« Reply #26 on: December 28, 2015, 20:45:58 »
Yup, that's what I see as well. :)

In other news, changing the titles (during missions) to size 2 shows them sofar completely readable. They're 'just' off-center to the right of the screen.

Offline Sargoth

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Re: Nexus and problems with widescreen
« Reply #27 on: December 28, 2015, 20:49:19 »
change this line in title.gui

Code: [Select]
TEXTBOX "text"    0  150 1024 618
to

Code: [Select]
TEXTBOX "text"    -150  150 1024 618
and it should center all titles in all missions  ;)

Offline Sargoth

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Re: Nexus and problems with widescreen
« Reply #28 on: December 28, 2015, 22:28:13 »
Brief 12 is done. https://dl.dropboxusercontent.com/u/20010147/12_1.brief

tell me what you think. :)

Offline GeoModder

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Re: Nexus and problems with widescreen
« Reply #29 on: December 29, 2015, 12:11:59 »
I will. After work. ;)

Offline CmdrKoenig

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Re: Nexus and problems with widescreen
« Reply #30 on: December 29, 2015, 12:58:02 »
It's not perfect. Moving needs to happen on Y axis. And some of the number needs far less than 128.

It seems my assumptions about the fov and center 4:3 was wrong.
Instead, it might be the center 16:9 area of the solar system that is preserved.

Could you upload two videos of the same scene with the ORIGINAL UNALTERED briefing scripts
- with 4:3
- and with 16:9 ?
It might help me to figure out what's exactly happening, thanks.

Offline Sargoth

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Re: Nexus and problems with widescreen
« Reply #31 on: December 29, 2015, 13:23:36 »
It's not perfect. Moving needs to happen on Y axis. And some of the number needs far less than 128.

It seems my assumptions about the fov and center 4:3 was wrong.
Instead, it might be the center 16:9 area of the solar system that is preserved.

Could you upload two videos of the same scene with the ORIGINAL UNALTERED briefing scripts
- with 4:3
- and with 16:9 ?
It might help me to figure out what's exactly happening, thanks.

Can do.

In the meantime, Geo - here's brief 15 - https://dl.dropboxusercontent.com/u/20010147/15_1.brief
I appreciate the extra eyes on this. I do try to get the flow of the brief nice and good. But if anything seems off, do point it out! And remember that you can grab a screenshot with ctrl+h :)

Offline Sargoth

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Re: Nexus and problems with widescreen
« Reply #32 on: December 29, 2015, 13:41:19 »
Here's the comparison video, CmdrKoenig.  :)

16:9
https://youtu.be/OV1bz9oR3Vg

4:3
https://youtu.be/AeG7N8t5id4

and here's a first pass;
https://youtu.be/jF5jksLYpKA
« Last Edit: December 29, 2015, 15:00:44 by Sargoth »

Offline CmdrKoenig

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Re: Nexus and problems with widescreen
« Reply #33 on: December 29, 2015, 15:09:20 »
Thanks!

Ok, I'm now sure that the solar system is cropped to the center 16:9 area  (which might be a problem if there is any briefs that points to a location outside this area,  let's hope there is no)

Try the following:
- scale X by 0.75
- shift Y by -128

Unfortunately this is not enough because there will be text boxes that loll out at the bottom or top.
Also the stretched texts remains a problem.  You can solve it by keeping the original widths of the text boxes where necessary.
So manual corrections cannot be avoided, sorry. :(

Offline Sargoth

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Re: Nexus and problems with widescreen
« Reply #34 on: December 29, 2015, 15:17:09 »
Just doing the scaling helps a lot. Keeps the original sizes and easier to tweak. Already had one brief (brief for mission 2) that was pointing at Sukenja Base, that was outside the camera view. Fixed by editing the camera coordinates. :)

Offline GeoModder

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Re: Nexus and problems with widescreen
« Reply #35 on: December 29, 2015, 15:43:41 »
All the briefs I saw sofar look good. Maybe just a little correction for the red arrow of the Kissaki fleet flying from Mars to the Sunflower, but I suppose that's impossible if the arrow is generated from location to location and now with coordinates.

As Cmd. Koenig said, the horizontal stretching is a bit odd. Not so much for the text, but for the pictures -and markers shown in the briefs. At the very least cropping the 'box' there should be done.

Looked at the 16 brief for comparison, and your work is heaven compared to it. 8)

Offline Sargoth

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Re: Nexus and problems with widescreen
« Reply #36 on: December 29, 2015, 16:11:38 »
Might be able to compress those images horizontally to make them look correct and link to them in the brief without having to replace the original, then ship the addon with the old briefs just in case anyone feels like going back to 4:3.

I'll have a look at the arrow. I haven't had the need to change any of the 'arrows' as they seem to go straight on to location, so not sure if it is even possible. :)

Offline Sargoth

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Re: Nexus and problems with widescreen
« Reply #37 on: December 29, 2015, 16:35:40 »
Alright. I think I got it looking a bit better  ;) https://dl.dropboxusercontent.com/u/20010147/15_1.brief

Offline GeoModder

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Re: Nexus and problems with widescreen
« Reply #38 on: December 29, 2015, 16:44:44 »
Arrows look better indeed. How did you do it?

EDIT: after comparing, the arrows in the old(er) one and the new one look similar? What did you change?
« Last Edit: December 29, 2015, 16:51:10 by GeoModder »

Offline Sargoth

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Re: Nexus and problems with widescreen
« Reply #39 on: December 29, 2015, 17:55:22 »
I changed 'Pos'; to make sure it aligned better with were it comes from (starting point; Mars). I changed 'To's Y axis and shifted it up (subtracted with a value between 1 - 2) so the arrow hit it's target better. It wasn't huge amount of change. I did more on the next arrow.

Code: [Select]
Resp
Wait 2
GRAPH
Shape 2
Pos 39.75x 91.5y     //changes starting position
To 370.5x 282.75y  //changes destination position
ArcPoint 261.375 94.125  //changes arch point and how much it bends, I think.
Size 33
ColorPreset 2
EfxSlideIn
END

Man. The Sekunja Beta brief is proving to be more difficult. And its only going to get worse from here :'(

CmdrKoenig, is there a way to set where the ship renders in the box? Because right now the ship renders behind the text.



Code: [Select]
BOX
Pos 411.75 167.25
To 755.25 460
ColorPreset 3
EfxBlinkIn
EfxFadeOut
From 582 216.5
Title "16_1_Brief_T1"
ShipClass #cls_Angelwing
MeshCamDist 2000
Text "16_1_Brief_3"
END

Offline GeoModder

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Re: Nexus and problems with widescreen
« Reply #40 on: December 29, 2015, 18:17:20 »
I see. I only looked at the destination point of the arrow, not the origin of the arc.

Offline Sargoth

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Re: Nexus and problems with widescreen
« Reply #41 on: December 29, 2015, 18:54:46 »
Tomorrow, I'll be gone for the New Year and wont be back until Sunday, I think. So no more briefs until then :)

Happy New Year! ;D

Offline GeoModder

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Re: Nexus and problems with widescreen
« Reply #42 on: December 29, 2015, 19:42:40 »
Gives me (a bit) time to study your changes. ;D

Happy New Year. :)

Offline GeoModder

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Re: Nexus and problems with widescreen
« Reply #43 on: December 29, 2015, 21:48:18 »
A tip to  make the briefing text/picture boxes somewhat smaller: use the "000" texture instead of the "still" texture for any given NPC.

Offline CmdrKoenig

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Re: Nexus and problems with widescreen
« Reply #44 on: December 30, 2015, 00:06:03 »
Okay, I managed to resurrect the Briefing Editor we originally used for placing/sizing the objects of the script.
It might ease the fine positioning for you.

https://www.dropbox.com/s/efaf0mdevqtkcms/nexus_DX9__edit.exe?dl=1

After start type into the console:
editbrief <briefname>
for e.g.
editbrief 16_1

or alternatively you can start the app with the command line
nexus_DX9__edit.exe /c editbrief 16_1

The default window size is set to 1280 x 720 to leave some space on the monitor. I haven't tried if it follows the registry settings or not.

On the left side you can see the steps of the script, you can select one of them directly.
Also you start/stop playing the script.

Editing is only possible in stopped state.
Step up/down in the list until the element you want to work with is highlighted in the RENDER WINDOW.

Move the mouse over the render window.
Then by holding down one of the following key and moving the mouse you can change a parameter:
R - Pos (box/marker position / arrow start point)
T - To (box size / arrow end point)
F - From (box points to)
A - ArcPoint (arrow curving)
S - Size (marker size / arrow thickness)
D - Dur (duration of for e.g. a CAMMOVE)

Offline CmdrKoenig

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Re: Nexus and problems with widescreen
« Reply #45 on: December 30, 2015, 00:07:22 »
CmdrKoenig, is there a way to set where the ship renders in the box?

No, it's hardcoded.
Only you can do is playing with the size of the box thus influencing the number of text lines and the ship size at the same time.

The sad thing is that the stretching phenomena is a bug. The code version I have does not suffer from this - might have been corrected at some point.
So I had to spoil it again to compile a "correct" Briefing Editor for you....

Offline The Old Dragon

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Re: Nexus and problems with widescreen
« Reply #46 on: January 01, 2016, 10:21:13 »
Hi All,

Not seen such an active thread here for ages :)
Geo, I've got a temporary solution for the converter, of sorts. I've spoken to my boss in work and he's ok'd me to use my work PC to run the converter. Not had a model yet to convert, but if you want to send me the files for Earth and Mars, I'll happily try it when I go back to work next week.

Happy New Year to everyone.
Better to look the fool by asking, then prove them right with ignorance.

Offline Sargoth

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Re: Nexus and problems with widescreen
« Reply #47 on: January 01, 2016, 19:41:43 »
No, it's hardcoded.
Only you can do is playing with the size of the box thus influencing the number of text lines and the ship size at the same time.

The sad thing is that the stretching phenomena is a bug. The code version I have does not suffer from this - might have been corrected at some point.
So I had to spoil it again to compile a "correct" Briefing Editor for you....

That's what I thought.  See what I can do about it with the briefing editor (Thanks!).  Or just play with the numbers.
I'll be back on it tomorrow. Gotta nurture the hangover today  ;D


Offline GeoModder

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Re: Nexus and problems with widescreen
« Reply #48 on: January 01, 2016, 21:41:41 »
Happy New Year all. 8)

First a question: does CmdrKoenig's editor work for anyone? At my end, a window appears with the rotating Nexus logo top left like the game does, but after a couple seconds the window crashes. I placed the program in the main Nexus - The Jupiter Incident folder since that's where a binkw32.dll library sits.

@The Old Dragon
That's a nice offer from your boss. :)
I already have Earth and Mars inverted from years ago when the Mithis converter was still working though.
Don't know if its worth the effort for the other main planets of the Solar System, but Pluto/Charon, Vesta, and Ceres might be worth it if I can find good enough surface maps of those bodies.

You say you don't have a model to convert yet? How about a test if its possible to tinker with the existing main asteroids in the meshes\planets folder by creating a copy of the mesh and linking it to another texture?
It would give us more variety for those rocks to use in different star systems.
For instance, atm my adjusted sol file uses twice the mesh sol_ast_ vesta for the main asteroid belt objects Vesta and Pallas.


Making nice progress on the sol.system file. Neptune and Saturn's moons still need to be aligned with the axial tilt of their respective planets (gonna be a tough one on Saturn because of the rings), and in the end deciding where to put the limit of objects to add. There's already 8 main planets, 5 largest dwarf planets known today, 3 largest asteroids, Jupiter's Trojan asteroid 'clumps'. Thinking of adding Neptune's Trojans as well and a couple Chiron objects, while removing most of the comets since the latter seem to be comet-like anyway.

@Sargoth
A sort of hack solution could be to split the text in two windows which so to speak play one after the other. But I don't know if the audio file needs to be split in two as well to let that work
« Last Edit: January 01, 2016, 21:46:16 by GeoModder »

Offline Sargoth

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Re: Nexus and problems with widescreen
« Reply #49 on: January 02, 2016, 06:21:13 »
Happy new year :D

@Briefing editor
No, it crashes now that it has had its first run time. Tried a couple of things, even tried to let windows figure it out. No go.
Edit: One thing it did was overwriting my custom resolution. Now, it won't accept my inputs anymore :(

@brief 1_16
An alternative is to remove the model display altogether, but that will be a last resort.

Managed separate and give the box its own title, still needs work though. Also, nice to see it takes negative values (arrow arch :p) http://imgur.com/yUaTx49
« Last Edit: January 02, 2016, 08:06:46 by Sargoth »