Crosshair configuration

Discussion in 'Suggestions' started by jones99306, Jul 4, 2020.

  1. Spoon

    Spoon Captain

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    Can anyone playing the Experimental 1.4 post a full screen shot of what size the crosshair looks like now.
    I'm presuming they have based the size on the 1920 x 1080 screen and then size accordingly.
     
    #41
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  2. Track Driver

    Track Driver Rear Admiral

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    @ Kassonade & @krazzykid2006
    I really appreciate the help and guidance. One of the things that keep me in this game is the helpfulness of some members of the community.
    It has never been my intention or desire to be a modder. I make some adjustments in config, but even there I don't understand all that's described there in. My 7th grade English teacher said I was "smart as a whip, but slow as a pill". Nothing has changed except maybe I'm not as smart as I used to be. It will take me a while to absorb all of this along with all the other stuff I haven't got to yet. I still havcen't read the "Rich Text" guide to try to do more with the LCDs.:rolleyes:

    Thanks to both of you.:)
     
    #42
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  3. Kassonnade

    Kassonnade Rear Admiral

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    @Track Driver : if you can just copy the folders and files like I showed you, you should be good to go. I can provide you with my "test" cursors so you can try them if you want, and just delete them if they're too bad.

    So, to summarize :

    In Empyrion\Content\Scenarios, make a new folder named whatever you want (ex. Crosshairion), and it will appear when you start the game with all other scenarios. In that folder, copy the other folders I showed up here, from their respective origin towards your new folder/ scenario. When it's done, just add one more set of folders like this :

    Crosshairion\SharedData\Content\Bundles

    Then in that last "Bundles" folder just unzip the file I joined, and you can try some bigger crosshair (all white).

    .
     

    Attached Files:

    #43
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  4. Track Driver

    Track Driver Rear Admiral

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    Thanks. That genuinely helps a lot.
     
    #44
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  5. Kassonnade

    Kassonnade Rear Admiral

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    @Track Driver : you're welcome. :)

    If you have any ideas, you can just post an image on the forum (color and shape) and I will turn it into crosshairs in 2 minutes, and put them back here in a zip file.
     
    #45
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  6. Crao

    Crao Ensign

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    Thank a lot @Kassonnade you saved my play, that work fine in 1.4 even in 4k, the dream.
    I will try to find one like the one of impulse riffle right click and post the image here, could you tell me in HD how what is the size in pixel of your crosshair because I would like the same size ?
     
    #46
    Last edited: Jan 19, 2021
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  7. Kassonnade

    Kassonnade Rear Admiral

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    These crosshairs all have 5 pixels thickness lines, with an empty 5x5 pixels square in the middle.
     
    #47
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  8. zaphodikus

    zaphodikus Captain

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    What do you have to do to download this unity malarkey tool? We are talking about an entire suite here, just need the bits and then I can go find some training videos. Do I need unity 2D or unity 3D, and what package?

    I still think the solution by distributing these as a scenarios is a broken roadmap, but would love to know what the expected reception was with very little guidance and reliance on very few members. Which is sad.
     
    #48
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  9. Spoon

    Spoon Captain

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    I have to agree, that is is very sad that we have to make a scenario to change the crosshair and not just change a file in single player, for the crosshair we want. Not quite sure what they expected the reception would be....

    @Kassonnade has given us a guide as to what is needed in post #37. Now that 1.4 is released then I'm sure someone will give a detailed guide how to create a scenario and as @krazzykid2006 has mentioned, the members here should start staring their crosshair files that they have created. Time will tell.
     
    #49
  10. Kassonnade

    Kassonnade Rear Admiral

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    Check in the scenario section, I gave a few tips on that :

    https://empyriononline.com/threads/...cks-items-decals-terrains-with-blender.96924/

    If you need more info just ask. I'm a bit behind schedule to update that thread (the other "tutorials") but I needed to learn a few things prior to that, because some parts are still shaky in my head, and I don't want to give bad directions. Notably, there's the new "decal gun" that should get more details on the relevant thread, and right now I'm still puzzled about some of its functions (the "pie menu" when right-clicking the gun, how to assign multiple items).

    And that's not the only thing I am checking right now. In the last 2 weeks I spent an insane amount of time in Blender, learning how to precisely assign weights to vertex groups for accurate deformation regarding skeletal animation, as all tutorials I found only superficially explain "weight painting" which is not even the "right" way to control deformation weights. I found 1 video where a pro explains it in detail, and that was a video ripped from an instruction DVD and put on youtube many years ago. That was the only instance of proper information I found, and clearly explained (and dammit it works ! )...

    If now you're asking yourself "why is he telling me that stuff regarding skeletal animation?" the answer is simply that it's the best way to quickly and accurately make pipes and wires (for custom models) and adjust their position and curves. All other methods (ex. using "physics" or bezier curves) imply working with non-deformable static meshes once generated, and also require making a new physics simulation for each change to shape/ deformation, or make a new curve/ extrusion. Animating pipes is incomparably easier and more efficient with skeletal animation, and models look so much better with wires and pipes dangling "randomly" in natural looking positions. Just have to make a long cylinder with many segments, texture it, add some key bones along its lenghts, parent the tube to the "armature" (bones system), adjust vertex weights on "bending parts" and it's ready to go.

    Also learning how the "nodes" system works for materials (crazy stuff in there), and physics simulations (read : "particles systems") in both Blender and Unity, because many concepts are very similar, and it's easier to test different objects and shapes with physics in Blender whereas in Unity the modeling tools are very limited for this.

    Also learned how to properly "bake" the "looks" of a very detailed model onto a low resolution model (for game import) to make texturing much easier with much better looking results and less manipulations.

    .
     
    #50
    Last edited: Feb 5, 2021
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  11. zaphodikus

    zaphodikus Captain

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    I'm hopeing to have my resident slave do the blender work for me, but I have to learn Unity from scratch still. So which Unity program do I need?
     
    #51
  12. Kassonnade

    Kassonnade Rear Admiral

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    To make content for the game you will need the version for which the developers made the "example project" for which there is a link here on this thread :

    https://empyriononline.com/threads/modding-models-for-blocks-wip.96541/

    But then, I suggest you instead read what is required to be able to just "open" the project in Unity, and I gave more complete instructions here in the first post (you can skip the Blender and Gimp stuff) :

    https://empyriononline.com/threads/...cks-items-decals-terrains-with-blender.96924/

    You may note that by following my link, you will have 1 less click to perform than with Eleon's link ! Ain't that a bargain ? !

    .
     
    #52
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  13. zaphodikus

    zaphodikus Captain

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    Thanks mate, I've never been good enough at reading English to understand the Eleon release notes and tech notes. A bit boshed by a heavy work week, but going to try your example file and then get busy installing Unity so I can progress. I wish I could have a few days holiday to hack at this quicker. My boss says no.

    Going to up the caffiene dosage and start. A lot of people seem keen so I'm going to add it to my workshop scenario which is especially made for oldies, with a view of making the crosshair larger, and then see if that encourages more people.
     
    #53
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  14. Spoon

    Spoon Captain

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    #54
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  15. zaphodikus

    zaphodikus Captain

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    #55
    Last edited: Feb 11, 2021
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