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Tiberius

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  1. Tiberius

    RWR Export

    This might be what you are after! https://forums.eagle.ru/showpost.php?p=3736368&postcount=107 https://forums.eagle.ru/showpost.php?p=3738852&postcount=109
  2. The EW page looks to be fine. Here's my extracted EW page and the RWR extraction:
  3. I may have a solution for you guys... With the default settings the virtual cockpit would be showing an 'N' here, but the extraction would look like an '|'. So in my monitor file I have: F18_RWR = { x = 3456; y = 0; width = 256; height = 256; } And in the RWR_ALR67_init.lua: shaderLineParamsUpdatable = true shaderLineDefaultThickness = 15.0 --0.8 shaderLineDefaultFuzziness = 5.0 --0.4 shaderLineDrawAsWire = false shaderLineUseSpecularPass = true -- Capt Zeen mod dofile(LockOn_Options.common_script_path.."ViewportHandling.lua") try_find_assigned_viewport("F18_RWR") -- In other words, massively increased the line thickness and fuzziness. Although these can probably be wound back a little, which might make the virtual cockpit view look more reasonable. I also found that there seems to be a relationship between the size of the exported RWR region and the line thickness / fuzziness. As I make the region bigger I have to increase these numbers accordingly.
  4. Turns out it is possible: I got it to work by changing this line in AVQ32_init.lua: --indicator_type = indicator_types.COLLIMATOR indicator_type = indicator_types.COMMON As seen above, it does not seem to have disturbed the HUD in the cockpit view.
  5. Does anyone know if it's possible to export the HUD? I've used Capt Zeen's solution to export the various displays as follows: Looking at the HUD's AVQ_32 init.lua, it looks generally similar to the other displays' configuration. So I added these lines: -- Capt Zeen mod dofile(LockOn_Options.common_script_path.."ViewportHandling.lua") try_find_assigned_viewport("F18_HUD") -- And put an 'F18_HUD' viewport in my monitors file but no luck in seeing it. I'm wanting to extract the HUD as I've done previously using FSX / SuperBug. Here's my 'real' HUD using a first-surface mirror and teleprompter mirror, with a projected screen in the background:
  6. For the consideration of the developers... I'm building an F/A-18 simpit that features many small monitors for the cockpit displays, HUD and rear-view mirrors. So far this has been based on FSX and features cockpit display extraction and rendering over the network. I'm planning on making this work with DCS given the impending arrival of the F/A-18. I'm new to DCS so bear with me... I've been experimenting with screen extraction for remote rendering, using the Su-25T. I came across this in Export.lua: -- you can export render targets via shared memory interface -- using next functions -- LoSetSharedTexture(name) -- register texture with name "name" to export -- LoRemoveSharedTexture(name) -- copy texture with name "name" to named shared memory area "name" -- LoUpdateSharedTexture(name) -- unregister texture -- texture exported like Windows BMP file -- -------------------------------- -- |BITMAPFILEHEADER | -- |BITMAPINFOHEADER | -- |bits | -- -------------------------------- -- sample textures : "mfd0" - full SHKVAL screen -- "mfd1" - ABRIS map screen -- "mfd2" - not used -- "mfd3" - not used -- "mirrors" - mirrors But I've not managed to make it work (can't find the shared memory). So I wrote my own DirectX11 hooking DLL to do the same thing, and can get at the Shkval screen by 'scraping' its viewport from the back buffer. But I want to extract the rear-view mirrors as well. I was hoping that these would be available via a viewport like this: MIRRORS = { x = 1280; y = 0; width = 512; height = 512; } Apparently not. But I have managed to get the rear-view mirrors view by hooking DirectX. It isn't 100% reliable on Windows 10 and isn't working on Windows 7, but the result is this: Here I am exporting the Shkval screen and rear-view mirror view over the network for rendering on the laptop. The mirror views are flipped horizontally. These views will ultimately be displayed on small monitors in my cockpit: Anyhow, my wish is that the rear-view mirrors view could be displayed in a viewport just like the Shkval screen, which would make accessing them easy and reliable. Thanks!
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  7. Noob DCS user here who has used FSX WideView / WideTraffic and wants to do something similar with DCS. So as a multi-player spectator I want to automatically enter chase view on a player aircraft on mission start, based on the player's callsign. In export.lua I can use LoGetWorldObjects, then iterate to find the object of interest by looking at its UnitName to see if it matches the callsign. But I don't know how to 'select' that object for viewing, such that I could then call LoSetCommand with command = 12 -- Chase view. I want to do this as if I had hit F2 sufficient times to be looking at the desired aircraft and then F4. I don't think I can do this with simple keypress generation because it needs the feedback about which aircraft is currently being viewed. Is this even possible? Looking at various scripting docs and sources I don't see an object view selection concept leaping out at me. Also I'm wondering if it is possible to create viewports and assign arbitrary cameras to them; for example to view the cockpit and an external view at the same time? Or perhaps view over-shoulder snap views at all times? I see nothing in the config that explicitly associates a camera with a viewport... Any advice appreciated!
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