Jump to content

Recommended Posts

Posted (edited)

Opacity only affects the label shadow. The label itself is always rendered at 100% opacity and the only thing that you can tweak with it is its fade-to-black level (color_blending_k), usually to hide the coalition colour at longer distances. If you have no visible shadow, opacity does not affect anything.

 

 

https://www.airgoons.com/w/DCS_Reference/Labels

Edited by Tippis

❧ ❧ Inside you are two wolves. One cannot land; the other shoots friendlies. You are a Goon. ❧ ❧

Posted
Opacity only affects the label shadow. The label itself is always rendered at 100% opacity and the only thing that you can tweak with it is its fade-to-black level (color_blending_k), usually to hide the coalition colour at longer distances. If you have no visible shadow, opacity does not affect anything.

 

 

https://www.airgoons.com/w/DCS_Reference/Labels

 

Wow, that's a great reference!

Read my DCS 2.5 Optimisation Guide (version 2.5.4):

https://forums.eagle.ru/showthread.php?p=3828073

  • 4 months later...
Posted (edited)
Opacity only affects the label shadow. The label itself is always rendered at 100% opacity

https://www.airgoons.com/w/DCS_Reference/Labels

 

Sorry to resurrect, but can someone please clear this up? What I can say for sure, is that until relatively recently (and notwithstanding what is stated in the link), the opacity number DID vary the opacity of the label itself.

 

Quite irritatingly, this stopped working, and has never been fixed, as mentioned in this thread and others. e.g.

 

https://forums.eagle.ru/showthread.php?t=230253&highlight=labels

 

With the following file, the label would initially "blip" (op=0.7), then become nearly transparent as the target was approached ( op=0.2 / 0.1), and then fade away when close enough to the target (op=0.05 / 0.0) so the label was no longer necessary (which is exactly what I intended). Now it's just solid all the time.

 

 

-- Label parameters
-- Copyright (C) 2004, Eagle Dynamics.

AirOn                     = true
GroundOn                  = true
NavyOn                      = true
WeaponOn                  = true
labels_format_version     = 1 -- labels format vesrion

font_properties =  {"verdana.ttf", 20, 0, 0, 0}

local symbol_def1        = "."        -- Default symbol
-- local symbol_id2        = ". %N"    -- Symbol with object name

local symbol_def2        = "□"        -- Default symbol
-- local symbol_id1        = "□ %N"    -- Symbol with object name

local symbol_def3        = "•"        -- Default symbol
-- local symbol_id2        = "• %N"    -- Symbol with object name

AirFormat = {
--[distance]    = {format, alignment, color_blending_k, opacity, shift_in_pixels_x, shift_in_pixels_y}
[2000]    = {symbol_def2    , "Right Center",    0.0,    0.0,    -5    ,    15},
[2500]    = {symbol_def2    , "Right Center",    0.0,    0.2,    -5    ,    15},
[20000]    = {symbol_def2    , "Right Center",    0.0,    0.2,    -5    ,    15},
[20030] = {symbol_def2    , "Right Center",    0.0,    0.7,    -5    ,    15},
}

GroundFormat = {
--[distance]    = {format, alignment, color_blending_k, opacity, shift_in_pixels_x, shift_in_pixels_y}
[500]    = {symbol_def2    , "Right Center",    0.0,    0.05,    -5    ,    15},
[3000]    = {symbol_def2    , "Right Center",    0.0,    0.1,    -5    ,    15},
[10000]    = {symbol_def2    , "Right Center",    0.0,    0.1,    -5    ,    15},
[10030] = {symbol_def2    , "Right Center",    0.0,    0.7,    -5    ,    15},
}

NavyFormat = {
--[distance]    = {format, alignment, color_blending_k, opacity, shift_in_pixels_x, shift_in_pixels_y}
[20000]    = {symbol_def2    , "Right Center",    0.0,    0.0,    -5    ,    15},
[20500]    = {symbol_def2    , "Right Center",    0.0,    0.2,    -5    ,    15},
[21000]    = {symbol_def2    , "Right Center",    0.0,    0.2,    -5    ,    15},
[30000]    = {symbol_def2    , "Right Center",    0.0,    0.2,    -5    ,    15},
[30030] = {symbol_def2    , "Right Center",    0.0,    0.7,    -5    ,    15},
}

WeaponFormat = {
--[distance]    = {format, alignment, color_blending_k, opacity, shift_in_pixels_x, shift_in_pixels_y}
[50]    = {symbol_def2    , "Right Center",    0.0,    0.0,    -5    ,    15},
[500]    = {symbol_def2    , "Right Center",    0.0,    0.2,    -5    ,    15},
[530]    = {symbol_def2    , "Right Center",    0.0,    0.7,    -5    ,    15},
[560]    = {symbol_def2    , "Right Center",    0.0,    0.2,    -5    ,    15},
[5000]    = {symbol_def2    , "Right Center",    0.0,    0.2,    -5    ,    15},
}

-- Colors in {red, green, blue} format, volume from 0 up to 255

-- ColorAliesSide   = {192, 192, 192}
-- ColorEnemiesSide = {192, 192, 192}
-- ColorUnknown     = {192 ,192, 192} -- will be blend at distance with coalition color

ColorAliesSide   = {220, 220, 220}
ColorEnemiesSide = {220, 220, 220}
ColorUnknown     = {220 ,220, 220} -- will be blend at distance with coalition color

ShadowColorNeutralSide     = {192, 192, 192, 255}
ShadowColorAliesSide    = {192, 192, 192, 255}
ShadowColorEnemiesSide     = {192, 192, 192, 255}
ShadowColorUnknown         = {192, 192, 192, 255}

BlurColorNeutralSide     = {192, 192, 192, 255}
BlurColorAliesSide        = {192, 192, 192, 255}
BlurColorEnemiesSide    = {192, 192, 192, 255}
BlurColorUnknown        = {192, 192, 192, 255}

This is infuriating, as it is really useful in VR. If you're going to break something, then please fix it - otherwise what's the point of beta testing.

Edited by Hippo

System spec: Intel i7 12700k @ stock, ASUS TUF Gaming GeForce RTX 3080 Ti 12GB GDDR6X, Gigabyte Z690 UD DDR4, Corsair Vengeance LPX 32GB (2 x 16GB) DDR4 3200MHz C16, Samsung 980 EVO 500 GB NVME M.2 SSD (system drive), WD Black SN 850X 2TB NVME M.2 SSD (games drive), Thermalright Assassin Spirit 120 Evo Cooler, Asus XG43UQ Monitor, Oculus Quest Pro, Thrustmaster Warthog HOTAS

Prev System spec (leaving here because I often reference it in my posts): Intel i9 13900KF @ stock,  Gigabyte GeForce RTX 4090 Gaming OC 24GB GDDR6X, Gigabyte Z690 UD DDR4, Corsair Vengeance RGB PRO SL 32GB (2 x 16GB) DDR4 3600MHz C18, Samsung 980 EVO 500 GB NVME M.2 SSD (system drive), Samsung 970 EVO 1 TB NVME M.2 SSD (games drive), Cooler Master ML360 Illusion CPU Cooler, Asus XG43UQ Monitor, Oculus Quest Pro, Thrustmaster Warthog HOTAS, MFG Crosswind Rudder Pedals

  • 7 months later...
Posted
Sorry to resurrect

 

Let's do it again. Years ago you could definitely make dot-labels fade out at range, and it was a neat effect.

 

Do we need to put in a support ticket?

P-51D | Fw 190D-9 | Bf 109K-4 | Spitfire Mk IX | P-47D | WW2 assets pack | F-86 | Mig-15 | Mig-21 | Mirage 2000C | A-10C II | F-5E | F-16 | F/A-18 | Ka-50 | Combined Arms | FC3 | Nevada | Normandy | Straight of Hormuz | Syria

Posted (edited)
Let's do it again. Years ago you could definitely make dot-labels fade out at range, and it was a neat effect.

 

Do we need to put in a support ticket?

 

Opacity doesn't work but there is workaround. Line 207 of the default Labels.lua

 

ColorUnknown = {50, 50, 50}

 

Add 0 at the end.

 

ColorUnknown = {50, 50, 50, 0}

 

Then color_blending_k values will work as opacity.

 

 

My Labels file attached as example.

Labels.lua

Edited by Taz1004
  • Thanks 1
Posted (edited)

Hallelujah! I will try that.

 

Kudos to you, that works.

Edited by gavagai
kudos

P-51D | Fw 190D-9 | Bf 109K-4 | Spitfire Mk IX | P-47D | WW2 assets pack | F-86 | Mig-15 | Mig-21 | Mirage 2000C | A-10C II | F-5E | F-16 | F/A-18 | Ka-50 | Combined Arms | FC3 | Nevada | Normandy | Straight of Hormuz | Syria

  • 7 months later...
Posted
On 9/20/2020 at 11:23 PM, Taz1004 said:

 

Opacity doesn't work but there is workaround.

Man, you are a hero. Truly -- my labels are now displaying everything as they should, creating a blip that slowly dissipates when you need to see the contour.

I just can't get why it doesn't come like this in the default version. 

They are not vulching... they are STRAFING!!! :smartass::thumbup:

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...