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Author Topic: New Navy Mk. 8 Gun Sight for F4F, F6F, SBD  (Read 14436 times)

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WxTech

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New Navy Mk. 8 Gun Sight for F4F, F6F, SBD
« on: July 09, 2015, 06:57:16 PM »

New Navy Mk.8 Gun Sight for the Stock F4F-4(FM-2), F6F-3 and -5 and SBD-5, by WxTech







*****     IMPORTANT!     *****
To avoid conflicts...

These mods all involve the files:
hier.him
Body.msh

And additionally for the F4F-4:
Front.msh

These files may be used by other mods you may have. That version of the file which appears first in your file directory is the one which the game uses. Check all mods for these planes to see if these files are used there as well. If so, copy the relevant values from my files to those other versions.

For Body.msh, my mods involve just the viewpoint hooks sections. For example, from the F4F-4:



[Hooks]
CAMERA <BASE>
CAMERAAIM <BASE>
CAMERAUP <BASE>

[HookLoc]
//0 -1 0 1 0 0 0 0 1      0    0.55422   0.81649 L B U
//0 -1 0 1 0 0 0 0 1      0    0.35422   0.76649
//0 -1 0 1 0 0 0 0 1      0    0.40854   0.94407

0 -1 0 1 0 0 0 0 1      0     0.504   0.77
0 -1 0 1 0 0 0 0 1      0     0.254   0.77
0 -1 0 1 0 0 0 0 1      0.25  0.4     0.9

(Newer game versions may have additional hooks.)



For hier.him, my mods involve the sections for the gun sight (undamaged and damaged versions), reticle and reticle mask, for a total of up to 4 sections. For example, from the F4F-4:



[Z_Z_RETICLE]
Mesh Z_Z_RETICLE
Parent _ROOT_
Attaching 0 -1 0 0 0 1 -1 0 0 9.05418 0 1.28263
[Z_Z_MASK]
Mesh Z_Z_MASK
Parent _ROOT_
Attaching 0 -1 0 0 0 1 -1 0 0 4.57342 0.0 1.28357
[Pricel_D0]
Mesh Pricel_D0
Parent _ROOT_
//Attaching 0 1 0 -1 0 0 0 0 1 -0.53974 0 1.23194  //F R U?
Attaching 0 1 0 -1 0 0 0 0 1 -0.60974 0 1.23194  //B7
[Pricel_D1]
Mesh Pricel_D0  //Pricel_D1
Parent _ROOT_
Hidden
//Attaching 0 0.946161 0.323697 -0.997375 0.0232721 -0.0685695 -0.0723029 -0.32287 0.943678 -0.53974 0.0576 1.1351
Attaching 0 0.946161 0.323697 -0.997375 0.0232721 -0.0685695 -0.0723029 -0.32287 0.943678 -0.60974 0 1.23194



In all cases, the important numbers are the last 3 of each line, which locate the object in XYZ. Use my values, copying them over to your other file versions.



For the F4F-4's Front.msh, I altered the hood over the instrument panel to add polygons for the underside, thereby ridding the annoying gaps seen with 6DOF. If you have another F4F-4 mod which uses Front.msh, you can incorporate my addition easily enough...

I simply added 48 new faces using the already existing vertices. And so the only addition is 48 new lines added to the [Faces] section. And of course the [FaceGroups] section reflects this, as follows.

The hood uses the Sight_Dash3C texture, and is assigned to the fifth position (#4) in the [Materials] list; I added the comment "//hood."

The original [FaceGroups] data has been commented out in full with // characters, and my altered version immediately follows. Decoded:

The first line of two numbers enumerate the file's *total* vertex and face count, respectively. The vertex count has been unchanged, but the face count has gone from 271 to 319.

Each line thereafter: serialized listing no., starting from zero; starting line no. for vertices, commencing at zero; number of vertices; starting line no. for faces, commencing at zero; no. of faces; unknown (always zero.)

For item #4 I increased the face count from 48 to 96. The starting line numbers for all following parts has their starting line numbers increased accordingly, by 48.

[Materials]
GP_01
Opaque_03
Opaque_07
Opaque_08
Sight_Dash3C   //hood
Textur24
Trans_02
Trans_05
Trans_06
Trans_08
GP_01_night

[FaceGroups]
//365 271
//0 0 14 0 10 0
//1 14 20 10 10 0
//2 34 32 20 28 0
//3 66 14 48 10 0
//4 80 40 58 48 0  //hood
//5 120 9 106 7 0
//6 129 4 113 2 0
//7 133 18 115 14 0
//8 151 60 129 36 0
//9 211 140 165 96 0
//10 351 14 261 10 0

365 319
0 0 14 0 10 0
1 14 20 10 10 0
2 34 32 20 28 0
3 66 14 48 10 0
4 80 40 58 96 0   //hood - add all 48 faces underside
5 120 9 154 7 0
6 129 4 161 2 0
7 133 18 163 14 0
8 151 60 177 36 0
9 211 140 213 96 0
10 351 14 309 10 0



In the [Faces] section I inserted my newly made 48 polygons. You could locate the proper place by counting down the line listing to the 106th line (#105, starting from zero), which is the last one for the hood, and insert my new data immediately after this line. Or use the copied text below as your guide, which show the preceding and following groups of several lines which bracket my addition. Insert my 48 lines between those reading:

37 39 9  (the last for item #4)
2 5 0    (the first for item #5)

(Actually, it doesn't matter where in the section a face group lies; ordering does not matter. All that *does* matter is that it not appear outside its section, falling into the counting seuqence for another part. You could insert my data at the beginning, or anywhere in between, or you could even scramble the line sequence. These 96 lines must only be found together as a group at the correct place, immediately after the last face for part #3.)


[Faces]
.
.
.
.
6 9 36
26 27 38
19 21 38
38 17 26
21 17 38
9 19 37
37 39 9

30   4   29   //my 48 new hood underside faces
6   0   8
.
.
.
.
9   37   19
37   9   39

2 5 0                    //7
0 1 2
6 2 1
1 7 6
8 0 5
8 5 4
8 4 3
2 0 3   //



---

The original Mk.8 gun sights are generally not that bad, But they are inconsistent in their dimensions (that in the F4F-4/FM-2 having an aperture some 15mm too large, for example), and exhibit notable gaps with 6DOF. The pair of thin, flat side supports for the reflector plate, as represented on the stock F4F-4 and F6F sights, has never been seen by me in any photo of a Mk.8 sight I've managed to uncover online. Instead all have the half-cylinder support, as represented on the stock SBD-5; my sight reflects this. The original crash pad was made a bit too small, and has been suitably upsized.

I built this sight by checking over the stock SBD-5's version, which has the U-shaped reflector support and what seem to be fairly correct dimensions. I measured many photos and arrived at a set of dimensions from which to work. Only the rearmost and underside polygons are not drawn, they being not seen from the typical range of 6DOF viewing angles.

I've dispensed with the cable conduit, which on the real sight is a relatively short tube that's part of the lamp housing, bent at 45 degrees. I believe it was usually oriented forward, directly toward the instrument panel, and thus was largely obscured by the sight body (unless viewed from well toward the side.) Besides, the polygon count is already rather high. ;)

The collimating lens texture is made so as to give the appearance of reflecting the U-shaped reflector support, as seen from the usual viewing positions. For POVs which are far to the left or right, or from a quite high angle, the prespective is not correct and so the appearance may seem a bit odd.

The reflector plate and body have been made up from a larger number of line segments, and thus look nearer to circular. All reflector edge faces are seen from all viewing angles. The reflector edge surface normals were reversed, so as to represent the more prominent forward scatter of the translucent surface. The reflector plate edge support groove has been treated separately.

I added an extension at the back of the sight mounting, to suggest a means of attaching to the instrument panel.

---

All sights have been moved rearward to some extent, and some of them upward. This was effected by altering the relevant locating dimensions in the hier.him file, which is included.

I have made only an UNDAMAGED version of the sight. The hier.him files have been altered so that this undamaged sight remains in place, by substituting the Pricel_D1 mesh (damaged version) with the Pricel_D0 mesh (undamaged version), and altering the XYZ values so that it does not shift when damaged. You can restore the original damaged sights by simply 'switching' the appropriate lines. That line preceded by // characters is inactive. Below is a partial copy of the undamaged/damaged sight sections in hier.him from the F4F-4. (I've shortened the longer lines here with ellipses, removing much of the rotation transformation matrix.)

[Pricel_D0]
Mesh Pricel_D0
Parent _ROOT_
//Attaching 0 1 . . . . -0.53974 0 1.23194  //F R U?
Attaching 0 1 . . . . -0.60974 0 1.23194  //B7
[Pricel_D1]
Mesh Pricel_D0  //Pricel_D1
Parent _ROOT_
Hidden
//Attaching 0 0.946161 . . . . -0.53974 0.0576 1.1351
Attaching 0 0.946161 . . . . -0.60974 0 1.23194

For [Pricel_D0] I added a new line containing my relocated sight. The last 3 values of these lines locate the object in XYZ. In this plane (not consistently done for all!), increasing these 3 numbers move the object forward, right and up, respectively. Units are meters, and my comments are in centimeters. You can see that I've moved the sight rearward by 7cm.

For [Pricel_D1] I substituted the (undamaged) mesh Pricel_D0. To restore the original damaged version, make this line:

Mesh Pricel_D1

---

I also include for each plane the Body.msh file, because the viewpoint hooks are located here. The movements of the POV are effected in the same way as is the gun sight, as outlined above. But here the order and sense of movement are different; the files are annotated accordingly within.

If you already have a mod which has altered the plane's Body.msh, you MUST NOT use this one if it is read before the other. This will disable the other mod's changes. Either remove this Body.msh, or rename it to -Body.msh. If you wish to use my altered POV settings, simply copy them over to your other Body.msh file with any text editor.

---

I include my own Mk. 8 reticle. For all my reticles I've discarded the 2-layer approach in which a sharp and blurred reticle graphic are overlaid. I use just the one layer, for a number of reasons. At the most basic level, I prefer less target obscuration. There are technical reasons involving varying optical aberrations and restricted monitor dynamic range, which I won't go into here. ;)

The Reticle.mat file has the line:

  tfMipMap 0  //1

(The "//1" is a remark, not read by the game, and simply indicates the other possible setting.)

When tfMipMap is set to zero (as here), the texture is drawn as always 'crisp'. The disadvantage of this arises at large FOV settings, where the reticle appears quite small and is hence undersampled. This results in a 'shimmery', pixellated appearance.

When tfMipMap is set to 1, the texture is resampled by factors of two as it's drawn over a range of size on screen while changing the FOV. This prevents 'shimmer' when undersampled. But it results in a blurring when drawn at a scale between the next lower and next higher sample scalings (particularly just before that last bit of zoom suddenly transitions to the next higher sample.)

The ZZ_RETICLE.msh file controls the size of the reticle.tga as a physical object, the distance out in front of the plane being set in Hier.him. It's required with my reticle. If you disable my reticle, ZZ_RETICLE.msh should be disabled as well, else your default reticle will likely be drawn at the wrong size.

Don't like my reticle? Alter, disable or delete:

Reticle.mat
Reticle.tga (or reticle2.tga)
ZZ_RETICLE.msh

---

I include my canopy glass treatment. Don't like? For the F4F-4, alter, disable or delete:

GlassCanopy.mat
GlassCanopy.tga

For the F6F, alter, disable or delete:

Glass.mat
GlassCanopy.tga

For the SBD-5, alter, disable or delete:

perspex.mat
perspex.tga

---

The SBD-5's instrument panel hood uses the gunsight.mat/gunsight.tga files. Now that my new sight uses a differently-named file pair, this *might* free up the stock gunsight.mat/tga files for altering if one wishes to re-work the hood surface. IF(!) no other parts use these files as well; I don't *think* so, but have not delved into this.

---


I hereby give permission to any and all to use this work, in whole or in part, in any other work without restriction.


WxTech
July 7, 2015


Get it here:
https://www.mediafire.com/download/o9iv232uj59n1eh/00_Mk8-Gunsight_F4F4_F6F_SBD5.7z
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Music

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Re: New Navy Mk. 8 Gun Sight for F4F, F6F, SBD
« Reply #1 on: July 09, 2015, 08:59:46 PM »

It would be a sin not to down load it after all that.

Great work as usual WxTech.

Whiskey_Sierra_972

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Re: New Navy Mk. 8 Gun Sight for F4F, F6F, SBD
« Reply #2 on: July 09, 2015, 10:58:57 PM »

Great mate!

Thanks for your hard work!
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WxTech

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Re: New Navy Mk. 8 Gun Sight for F4F, F6F, SBD
« Reply #3 on: July 12, 2015, 11:30:31 PM »

Do I take it I've not introduced a blunder when copying over my files, such as forgetting some crucial file? ;)

All modded plane sights are behaving OK?

Any conflicts with other mods, or 4.12/4.13 game versions?

Are the POV's (pilot Point of View) I've set working out OK?

Any questions?
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BP_dFrog

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Re: New Navy Mk. 8 Gun Sight for F4F, F6F, SBD
« Reply #4 on: July 14, 2015, 08:59:56 AM »

You have PM.
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Kopfdorfer

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Re: New Navy Mk. 8 Gun Sight for F4F, F6F, SBD
« Reply #5 on: July 14, 2015, 04:05:06 PM »

WxTech,

              I have been watching your gunsight evolutions developing with great excitement - I love such additions to the sim with their homage to historical detail.
In this spirit , I must point out to you that the Mk VIII USN Gunsights which I have seen photographed in various books was equipped ( indeed I have not seen it not equipped this way) had a second yellowish plane of optical glass to the reticle , presumably as a glare reducer.
See here :



The other photo I have referred to suggests that this yellow is lighter in value than it seems in this phot  , much akin to the yellow of shooting glasses.

Does this jibe with your research or am I on the wrong track ?

I look forward to your next developments.

Kopfdorfer
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WxTech

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Re: New Navy Mk. 8 Gun Sight for F4F, F6F, SBD
« Reply #6 on: July 15, 2015, 07:12:33 PM »

Kopfdorfer,
Indeed, I noticed the sun filter on a number of Mk.8 sights. It pivots into and out of the sight line, moving to the right and down when out of the way. I have no idea how to animate moving sight parts, this aspect having not yet been explored by me. (It might also require some class file or Java work, for all I know.) Any mods I do to sights which have moving sun shades simply makes use of those elements already present. Adding such from scratch is a whole other ball game. And so because the stock Mk.8 sight is without the shade, so are mine, unfortunately.

If there's a simple way to add moving parts using the tools I have, or some freely available 3-D software, I'd probably take a crack at it.
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WxTech

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Re: New Navy Mk. 8 Gun Sight for F4F, F6F, SBD
« Reply #7 on: July 15, 2015, 07:34:50 PM »

It's been brought to my attentio that I made a mistake--a boneheaded one, by my standard. In the file structure I omitted a folder name; it should be

3do/cockpit/F6F-3

not 3do/F6F-3

Yep, a dumb one!

Some time soon I'll replace the download file at mediafire...

In the meantime I'm close to releasing a mod for the sights in the P-39, P-40E/M, P-51B/C, A-20G and B-25J. All these use the N-2/N-3 sight, and I offer the user some limited choice in sight heads. Stay tuned...
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Re: New Navy Mk. 8 Gun Sight for F4F, F6F, SBD
« Reply #8 on: July 28, 2015, 12:41:44 AM »

Hi WxTech and thanks for this further addition to quality gunsights inventory.

Unfortunately, while F4F-4 and SBD-5 work without flaws, on my system both the F6F-3 and -5 just make me see the sky: I mean, when I enter simulation, there's no cockpit at all, and I see only sky, straight above me. :-X

I checked to have no F6F cockpit mods; the only active cockpit/F6F-3 (as well as cockpit/F6F-5) are yours.

What am I doing wrong?
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Re: New Navy Mk. 8 Gun Sight for F4F, F6F, SBD
« Reply #9 on: July 28, 2015, 02:04:46 AM »

Check for any other F6F mod that may contain a hier.him.
do you have Jeros cowl mod installed maybe?
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WxTech

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Re: New Navy Mk. 8 Gun Sight for F4F, F6F, SBD
« Reply #10 on: July 28, 2015, 09:19:54 PM »

Greybeard,
Sorry to hear about your difficulty with the Hellcat. When the plane/mission fails to load, and while the 'sky blue' landscape screen is displaying, bring up the console with Shift-Tab, and look over the reported text. It will likely give clues to the missing component(s). Also, look over the end part of the file log.lst (although the on-screen console might reveal more info.)
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greybeard

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Re: New Navy Mk. 8 Gun Sight for F4F, F6F, SBD
« Reply #11 on: July 29, 2015, 01:43:32 AM »

When the plane/mission fails to load, and while the 'sky blue' landscape screen is displaying, bring up the console with Shift-Tab, and look over the reported text. ... Also, look over the end part of the file log.lst

Sorry! I was stupid not to do it before. I'll let you know as soon as possible.

Thank you,
GB
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