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Eagle114th last won the day on January 10
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SF2 Avionics Community Pack - - Alpha release v0.3
Eagle114th replied to Eagle114th's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Hello everyone! Surprisely it did not take me that long time to re-work on the gunsight and I realy like this system very much. Fromn now on, I will be using 512 x 512 for all gunsight and use it to create various gunsight in differensize in MILs while the image itself remaind the same size. By using maths to calculate the location of the MILs for each section of gunsight, the edge of 512 x 512 is 150 MILs. NOTE: For in-game, the gunsight is set to 150 MILs, For example, for A-1C gusnight, whch is 50 MILs, using 150 MILs image (512 x 512), and in-game, by usiign 150 MILs, will show up as 50 MILs. I hope i make sense toy ou. This, in my opinion works better than re-adjusting MILs for differnt images in differen texture size. That way, all gunsight have the same qquality as each other without having some gunisght hat is higher in quality while some lower quality. Anyway, this wil give you an idea how I set up template to draw the gunsights: What you wills ee is red lines for position from center to corner of texture border, which gives me 45 degree. There are three circles: 25 / 50 / 100 MILs ANd youc an see how Mark 8 gunsight is made: NOTE: I am using both flight manual and the photo of gunsight recticle to as reference while using the template to create gunsights accurately as possible. Which results in this: What I didnot realize before is that the line from Mark 8 actualy start from 25 MILs and end at 150 MILs. That is so interesting! However, I am very hapy with the result of re-worked gunsight for all aircraft in the current version of SF2 - CAP v0.3 and the next version wil start using the new gunsight / optical sight system. Note you wil see each gunsight being correctly scaled according to gunsight they were designed for. Except for radar gunsight, due to SF2 not having moving gunsight in circule ways, like A-1C and A-4, so they are made in 50 MILs. Mark 20 Mod 4 Mark 11 Mod 1 (This image includes boht caged and computing leading gunsight) Mark 11 Mod 7 (This image includes boht caged and computing leading gunsight) N-9 (Unique version for F-89D) Unknown gunsight type - A-4 Skyhawk Unknown gunsight type - F-106 Delta Dart ASP-3N (MiG-15s and MiG-17s) I am now back workong on Mark 18 Gunsight for F-86s, along with A-1C and A-4 radar gunsights. Cheers! -
SF2 Avionics Community Pack - - Alpha release v0.3
Eagle114th replied to Eagle114th's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Hello everyone, While workong on Mark 18 gunsight for early series of F_86A, this is when I realize that the current methods of creating gunsight does not work well. Therefore, I am doing a new method that will make it work with any gunsights in any size of MILs. By standard, all gunsight will use 512 xz 512, which is 150 MILs and with that, I can create any gunsight of any size from small (25 MILs) to large (150 MILs) without worrying about adjsuting the MILs or image size for gunsight. And this time, with growing experiences and skills, I am able to make more accurate gunsight. Here is new Mark 8 gunsight which I will use as base for Mark 8, Mark 20, and another gunsight that uses Mark 8 base design By using the maths based on 512 width / height to carefully find the right spot for 25 / 50 / 100 MILs to create the circle and line with precise. What I found out that the line starts from 25 MILs and end at 150 MILs. i wil be very busy creating various gunsight before moving on to Mark 18. At least, I no longer have to worry about any shapes being slight off or being incorrect. Eagle114th -
SF2 Avionics Community Pack - - Alpha release v0.3
Eagle114th replied to Eagle114th's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Hello everyone! The new version is now released! I am working on F-86 Sabre series avionic overhaul now. I am looking forward to see what I will learn from it, especialy the different type of gunsight used by variants of F-86s! -
SF2 Avionics Community Pack - - Alpha release v0.3
Eagle114th replied to Eagle114th's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Hello everyone! Great news, after months of work, I am finaly wrapping everything up and is working on uploading the next version of SF2 Community Avionic Project (SF2-CAP v0.3) v0.3. In meanwhile, I want to share what I recenlty did, as I have learned how the gunsight are designed along with growing skills of crafting the gunsights. The ASP-3N gunsight (MiG-15s / MiG-17s) are re-worked with more detailed gunnsights. I aim to be accurate witha ny gunsightsh as possible. And this timee, by using accurate size of gunsight in MILs, I am re-adjuting the cockpit offset view seats so it fits the reflector galss properly. Eagle114th -
Need help with HUD (HUDModeAG) editing for gun sight depressionn
Eagle114th replied to Eagle114th's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
DTMDragon, Thank you for the help! The reason whhy I want HUD methods; it is for accessibliyt version of aircraft that uses rockets, bombms, and IRM at the same time. I use HUD for accessiblity for visual firing cues for IRM for people whoa re deaf / hard of hearing that can't hear growling sounds. This thread just gave me an idea for accessiblity version; Create a new gunsight with rocket and bomb depression mark for HUDModeAG. However, for default version (Non accessiblity), I can use this. Cheers! -
Hello everyone, I am stuck on thihs situation; How to enable theh gun depresssion for rockets and bombs set in COCKPIT.ini into AVIONIC.ini, in [HUD]: Here is what I have in COCKPIT.INI: And in AVIONICS.ini As you can see, HUD_LCOS is used for HUDModeAG, but the gunsight does not show up when switcing to rockets. What should I do to enable the gunsighth for air to ground mode, especaily with the depression mode ffor rockets and bombs? Thank you Eagle114th
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Experimenting with TV shaders and interesting results
Eagle114th replied to Eagle114th's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Hello everyone After testing with various texture as color filter for TV, this is the best I can do that would make it seem like you are using old CRT TV: UPDATE: WIth excellent ideas from Menrva, added the noises' to CRT effect layer, here is latest screenshot: Created four textues for testing color filters This one is the best, not too transparent (clear) nor too dark Along with top layer (TGA) containing CRT style texture: Eagle114th- 5 replies
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Experimenting with TV shaders and interesting results
Eagle114th replied to Eagle114th's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
For now, by color sampling methods, I am doing my best to give it a 'feeling' of old 1960s CRT and grayscale sorta of. Based on this: Here is top layer (1960s CRT effects) PLEASE NOTE, I am not trying to make TV actauly being grayscale because it is not possible right now. Rather, by arts and styles, I am making it feel like you ahve ojld CRT TV from 1960s, by adding the gray hue / tilt on top of TV with old CRT style on top of it. This is the result: However I am still exploring to see what more I can do to further improve the sense of 'grayscale'. Eagle114th- 5 replies
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Experimenting with TV shaders and interesting results
Eagle114th replied to Eagle114th's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I would love to have that too! However, after days of experimenting and trying countless testings; It only ended ujp giving me black screen on TV screen. It turns out that, the most pracical thing to do is to use multi layers of textures: Main texture (gray) to 'simulate' gray scale sorta next layer CRT lines and other graphic on top of it, with transparent background (alpha) then final, the darkness adjustment, darker around corner, less dark (more transprent) toward center That is what I am doing now. However, ti does not mean I have given up finding the way to have 'true grayscale" I hope someday it can be figured out. Eagle14th- 5 replies
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Experimenting with TV shaders and interesting results
Eagle114th posted a topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Hello everyone! This week have been very interesting with tons of researching, experimenting and testing the TV filters and FX (Shader) files. What I have learned so far with this theory from observation and countless testing; SF2 Engine does not allow us to direclty mix the shaders with 3D world for TV screen via radar texture methods. (UseRadarTexture=TRUE), BUT it does allow us to use sampling to add the 'tilted / hue colors' to the TV. After testing various .FX, including FLTDTVFILTER.FX, turns out that TWCOLOR1.FX and TWCOLOR2.FX works because it uses sampling methods. However, after testing TWCOLOR2.FX, what I learend is that only one of colro can be used with taht FX due to Alpha being 1.0 by default, which mean, the last texture laoded will overwrite the first one. Fortuantely, it got fixed, by setting Alpha to 0.5, which allows me to combine any two colors that would give me various colors. For example I have various color texture (mostly JPG, except for Alpha one that have invisible color) When testing with two colors with updated TWCOLOR2.FX, used this folowing codes in .INI FILE: The result in-game (A-4E '65) I was even more curious, what happens if I add third color? The resault: I have many files to share here, so anyone can have resources, information, and files to experiment with, not only TV, also any thing else in SF2. IN the files "TW SHADER FILES.zip" it is extracted files using SF2 Extractor and the file names inside each file's header are corrected to avoid the confusion. TW SHADER FILES.zip And in the file "TW SHADER FILES - NEW", there are updated TWOCOLOR2.FX, along with new TWCOLOR3.FX and TWCOLOR4.FX, you can experiment with various texture files. TW SHADER FILES - NEW.zip In the file "TW FX FILES INFORMATION.txt", it contains summary of each shaderas. It seems too bvious for us who already are familiar with it, but it does not hurt to at least have it. I used SearchGPT to assist with me. WIthout it, it would have taken me too long time. TW FX FILES INFORMATION.txt Finally, the file "FX FILES CONTENTS.txt" have long list of Shader's codes, consdier it as 'hand book" for quick references to any shader codes. FX FILES CONTENTS.txt RIght now I am continuing to experiment with many thories I have about sampling techniques to turn TV into grayscale for early CRT TV in early cold war aircraft. Eagle114th TW FX FILES INFORMATION.txt- 5 replies
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SF2 Avionics Community Pack - - Alpha release v0.3
Eagle114th replied to Eagle114th's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Hello everyone Today I got a chacne to spend hours finishing workinog on F8Us / F-8s series with updated HD texture and gunsights. There are many screenshots, so I'll pick a few; F-8H early (AN/APQ-83 radar) F-8H (1966) with AN/APQ-149 radar Let's talka bout accessiblity version with IRM firing clues, I have forgotten one things; nighth mission So it mean the dark red does not show up well in dark sky, so I had to gob ack to drawing board. I did not want to use green color HUD because it woudl break the immersive experience if using modern HUD color on early cold war aircraft. however, thish time, an extra circle is added and it finallyh looks just right for day and night mission. And the same systems is applied to F8Us / F-8s, especially the early and late version of gunsights (Mark 11 Mod 1 and Mod 2) Here is F-8A (Mark 11 Mod 1 gunsight) Before i release thhe new version of alpha, I am attempting to see if I could improve the TV system for AGM-62s Walleye. If it is successful, then I can use it for anotehr aircraft too. Eagle114th -
SF2 Avionics Community Pack - - Alpha release v0.3
Eagle114th replied to Eagle114th's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Hello everyone, It have been a great new year day and eventualy got a chance to work on mods today; This time I am re-working on the optional accessiblity system to make more noticable and can be noticed easily. When switching to IRM, the inner circle will appear as red. And when lock is achieved, it will move to enemy aircraft telling that IRM is ready. Any thoughts on the new system? I am applying it on the rest of aircraft for next alpha version of mod. Eagle114th -
SF2 Avionics Community Pack - - Alpha release v0.3
Eagle114th replied to Eagle114th's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Hello everyone HAPY NEW YEARS!!! Let's do our best for the year of 2025! By the way, I am continuing to researching and searcihng for the name of gunsight / optical sight that A4Ds / A-4s variants ues. It is quite challenging to find. If anyoen know the name of gunsight shown in screenshot, please let me know! Based on excelelnt work of Crusader's A-4 gunsighht and DCS A-4E I have seen, here is new gunsight: NOTE: The tilted galss behidn gunsight is also added to give best visiblity during brightest part of the day. Eagle114th -
SF2 Avionics Community Pack - - Alpha release v0.3
Eagle114th replied to Eagle114th's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Hello everyone! Merry belated Christmas! It have been quite hectic monthh fo rme, therefore it is just today I began working on mods again. While wokring on F8U/F-8s series, afer having leraend how to work with avoinics more, went back to make some tweaks to gunsight and cockpit offsets, and this time, gunsight is now at correct size. I also realized I forgot to add '100 MILS" to top of gunsight. This is the deafult offset thaht fits the gunsight on the refelctor glass. Y ou can use button to widen FOV to zoom back a bit. I am doing some updats to A4D / A-4s sereis aafter realizing the new methods of making gunsight works better without 'double gunsight 'over lapping each other. I dsicovered a new method while working on F8U / F-8 series. I plan on adding 'filted' glass area for gunsight too. Eagle114thh -
SF2 Avionics Community Pack - - Alpha release v0.3
Eagle114th replied to Eagle114th's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Hello everyone, I have reports to share about the progress with F8Us / F-8s avionics overhaul. Firstly, I want to exprress thanks to Dtmdragon for his excelelnt work with F8Us / F-8s avioincs overhaul, I am using his updated cockpits and avioics as base to enchant his works. With the new improved gunsight and further enchant the visual part of radar scope and contents init. First, I want to talk about tilted glasses, in my opinion, it is most important features. It make the big world of difference with visiblity, and this is why I love working with new cockpits amde by mods, because they usually provide texture to tweak the reflector or HUD glasses. However, TK's version of cockpits, in other ahnd, does not have texture nor 'polygon' in front of reflectors. Because of that, I am unable to adjust the tilt of glass. However, I thought of one interesting, workable solution to this; By adding 'area of tilt' in front of gunsight while ensuring there are gap between tilt area and border of refelctor / HUD glass. Becasue when you tilt the camera / pan around, the elements of 'HUD', always move around with your camera (gyro effects). However, to show you the difference; Gunsight without tilted area: Now with tilted area in front of gunsight: (NOTE: The instruction on how to remove the 'tilted' area and restore the gunsight system back to COCKPIT.ini based method will be provided., in case if anyone does not like the tilt area in reflector. The issues with this method is that, when you shift the view angle away from refelctor, sometime it will show the 'double gunsight' effect becasue there are two gunsight overlapping each other. I am stuck with this issues due to SF2 mmodding limitation, however If anyone know the solution to this, please let me know.) (Mark 11 Mod 1) (Mark 11 Mod 7) now next is updated radar in 1024 (tehre is also 512 version) and noe that 'Y" symbols now aligns with the horizontal bar when plane is level: AN/APS-67 (F8U-1E / F-8B and F8U-2 / F-8C) TW style version Next, AN/APG--83 (F8U-NE / F-8D) TW STYLE VERSION The next series of F8Us / F-8s are being worked on. Eagle114th