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Author Topic: MFD Exporter utility  (Read 149664 times)

Offline lightning

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MFD Exporter utility
« on: February 10, 2008, 04:23:56 AM »
The current version is MFD Extractor v0.5.5.0, available for download here.

MFDE 0.5.5.0 requires the following prerequisites, which are not currently checked for by the installer.  Note that these are not the same as the prerequisites for earlier MFDE releases:

1.) Windows Installer v4.5 (if running on XP or Vista)
http://www.microsoft.com/download/en/details.aspx?displaylang=en&id=8483

2.) DirectX Web Updater (don't bother installing the stupid Bing Bar but install all optional DirectX components if prompted to)
http://www.microsoft.com/downloads/info.aspx?na=41&srcfamilyid=2da43d38-db71-4c1b-bc6a-9b6652cd92a3&srcdisplaylang=en&u=http%3a%2f%2fdownload.microsoft.com%2fdownload%2f1%2f7%2f1%2f1718CCC4-6315-4D8E-9543-8E28A4E18C4C%2fdxwebsetup.exe

3.) Visual C++ Runtimes 2010
(x86)
http://download.microsoft.com/download/5/B/C/5BC5DBB3-652D-4DCE-B14A-475AB85EEF6E/vcredist_x86.exe
  
(x64)
http://download.microsoft.com/download/3/2/2/3224B87F-CFA0-4E70-BDA3-3DE650EFEBA5/vcredist_x64.exe

4.) .NET Framework 4.0 (Full)
http://www.microsoft.com/downloads/info.aspx?na=41&srcfamilyid=9cfb2d51-5ff4-4491-b0e5-b386f32c0992&srcdisplaylang=en&u=http%3a%2f%2fdownload.microsoft.com%2fdownload%2f1%2fB%2fE%2f1BE39E79-7E39-46A3-96FF-047F95396215%2fdotNetFx40_Full_setup.exe

Install the prerequisites, then install MFDE.
« Last Edit: October 04, 2011, 11:40:18 PM by lightning »

Offline Reboot

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Re: MFD Exporter utility
« Reply #1 on: February 10, 2008, 05:24:46 AM »

Is this not the holy grail.




Good work Lightning
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Reboot.

Offline Reboot

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Re: MFD Exporter utility
« Reply #2 on: February 10, 2008, 08:36:24 AM »
Falcon MFD Extractor and FalconGauges at the same time on the same screen .   :beer:


Sorry Bad photo :grumbl:     

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 Reboot



Offline Reboot

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Re: MFD Exporter utility
« Reply #3 on: February 10, 2008, 12:00:59 PM »
Lightning want's to see some videos.

(This is my 1st vid)
http://s27.photobucket.com/albums/c162/stephencliff/?action=view&current=hbgfghgfh.mp4

__________

 Reboot
« Last Edit: September 10, 2011, 12:50:40 PM by Reboot »

Offline Reboot

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Re: MFD Exporter utility
« Reply #4 on: February 12, 2008, 11:48:25 AM »
« Last Edit: September 10, 2011, 12:49:02 PM by Reboot »

Offline troptrop

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Re: MFD Exporter utility
« Reply #5 on: February 12, 2008, 06:27:35 PM »
hello Lightning

i try your latest version (v0.1.5.0)

you are a Champion Sir ! :yihaw: :yihaw: :yihaw: :hail: :hail: :hail:

Fantastic !!! (i use Falcon AF... i have some small problems with OF... )



my options for your exellent MFDExtractor :



and my actual cockpit :




thanks a lot Lightning

Goupil
« Last Edit: February 20, 2008, 04:56:05 PM by troptrop »

Retro

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Re: MFD Exporter utility
« Reply #6 on: February 23, 2008, 05:48:57 AM »
Just found another old post talking about that feature

Quote
This is in b4, but not really useable I am afraid. You can play around with this by setting this line

set g_bExportRTTTextures 1

Then you have to specify how often the texture is to be updated.. valid values are 1, 2, 4, 8, 16 (I think you get the idea) [i think this info was wrong in the post]. The RTT texture will be chopped up into n horizontal chunks (where n is the above number), read from video mem into system mem and made available to the reader application. And this vidmem->sysmem transfer is the bottleneck Sad

set g_nRTTExportBatchSize 2

In order to read the texture I've hacked a quick application together, just place it anywhere, and execute once f4 has started.. it will start updating once you enter the 3d pit. Note that this does not work across the network (obviously). Oh please note that it is meant to be used with a 512x256 texture [talking about my export tool here, not the rtt functionality itself] so all other texture sizes will be stretched.

One way to minimise the fps hit would be to decrease the size of the rtt texture (let's say to 512x256 or even 256x256), "real" pit builders do not need the rtt rwr and ded anyway, so they could be deleted from the rtt texture. Another way would be to increase the batch size, however that makes the display real laggy which is not desireable for most mfds.. not sure. A third way could be to split the one global rtt texture in the code into a few smaller ones, so that the user can decide which to export, and at what rates.. the ultimate solution of course would be for jam to whip up a new engine which supports output to several display adapters..

If you want to build your own reader app (but I doubt anyone would be crazy enough to do this [did not know about lightning back then]), the shared mem area is called "FalconTexturesSharedMemoryArea" and contains a DDS texture.. just read the DDS header, then you will get the size of the rest of the texture so you can acquire the needed memory and access the rest.
« Last Edit: February 23, 2008, 05:58:44 AM by Retro »

Cannon

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Re: MFD Exporter utility
« Reply #7 on: February 23, 2008, 09:08:56 PM »
Here is a small video I made ! 

http://www.youtube.com/watch?v=nJ98b9QBMoc

Offline thommo

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Re: MFD Exporter utility
« Reply #8 on: February 24, 2008, 07:57:22 AM »
Short YouTube vid of 0.1.7.0 doing the 3D pit 16 bit at "5".

First part I'm running the MFDs on top of Falcon Gauges, then larger MFDs by themselves showing video in the MFD.

http://www.youtube.com/watch?v=vy-WxL01xDo

Offline Aeyes

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Re: MFD Exporter utility
« Reply #9 on: February 24, 2008, 09:23:02 AM »
Some good news about the 3D cockpit 'shell'.
With some good help from Coolhand the LOD now functions ok, thanks CH !

Regarding FPS raise it is hard to tell since I havent compared them (didnt run the latest extractor yet), but what I do see is that the 3D shell with canopy and liftlines only, runs ultrasmooth in the normal setup.  If you dont want reflections and liftlines for SA guidance, disable in the UI.
You will only see the tail and wings with loadout.

I have also edited the 3dckpit.datfile to move the MFD/HUD/DED/RWR data to a place where you can not see it but it is present in the shell. The DED and RWR data can easily be removed by deleting the lines in the 3dckpit.datfile that tell where they are positioned.
Also, you can adjust yourself how far you will be able to look down in this line:
viewlimit_pitch_down 50.0;

The 3D cockpit 'shell' .LOD and 3dckpit.dat files are attached.
To install the .LOD you need to use LE until a F4patch file or similar is made.
Backup Koreaobj.HDR, run LE, Open normal/parent #1, and open (1)LOD#0.
Go to 'Action/replace model and select the new .LOD

For the 3dckpit.dat, go to art/ckptart and back up the default 3dckpit.dat and replace.
Run Falcon and check the emptyness and environment  with the tool and report your findings please.

Next is 2D but that is a different story.

Offline thommo

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Re: MFD Exporter utility
« Reply #10 on: February 25, 2008, 07:21:43 AM »
Also, any pics or vids of the newest pit?

Aeyes, your 3D pit works well thank you:




YouTube clip:
http://www.youtube.com/watch?v=TSERF7gZsqc
(it is a little jerky due to Fraps capturing)

Aeyes, on your flashing, when going back to OF from the desktop (I only do this from the menu screens eg open TE screen first), try mouse clicking on it's minimised button on the Taskbar instead of using the ALT TAB.

Don't take MFD Extractor's CPU util too seriously

Yeah, there was plenty of available CPU according to that capture.  No problem.
« Last Edit: February 25, 2008, 03:26:56 PM by thommo »

Offline AiRdAncE

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Re: MFD Exporter utility
« Reply #11 on: February 28, 2008, 03:42:26 PM »
<a href="http://www.youtube.com/watch?v=tlacn-0M0pQ" target="_blank">http://www.youtube.com/watch?v=tlacn-0M0pQ</a>

The low framerate is caused by a worthless computer (Pentium D 3.40Ghz with 1GB RAM and NVidia GeForce 7100GS)... need an upgrade bad :D

 :beer:

Offline Aeyes

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Re: MFD Exporter utility
« Reply #12 on: March 03, 2008, 10:22:04 AM »
A new 2D/3D cockpit shell version is available ! Took me a bit longer as expected and some sweat and tears but it is better ;)
 
From the readme:

Description:
Homepitbuilders Viperpit, emptied 2D and 3D cockpit shell for OF F-16blk52, v1.3   02-mar-2008
To be used with Lightning's MFD/HUD extractor tool, see the Viperpits.org forum


This mod has:
-  a 2D views shell 1600x1200 res with HUD and MFD data at the bottom.
- a 3D shell with canopy and liftlines and tails/wings only.


*****The 3D cockpit shell*****
If you dont want reflections and liftlines for SA guidance, disable them in the UI.
You can adjust yourself how far you will be able to look down in the cockpit by adjusting this line in the 3dckpit.datfile: viewlimit_pitch_down 0.0;
The higher the number the more downwards you can see.
A range from 0.0 - 50 is safe and tested

The 3dckpit.datfile serves to move the MFD/DED/RWR data to a place where you can not see it but it is present in the shell.
The DED and RWR data can easily be added/removed by adding/deleting the lines in the 3dckpit.datfile that tell where they are positioned. 
The HUD can be removed by renaming the noHUD3dckpit.dat to 3dckpit.dat adding the original 3dckpit datfile HUD positioning data again, only the # 0 is changed in there.



*****The 2D cockpit shell*****
There are 2 modes, switchable with Shift-2,
One mode is for 4:3 screen users, resolutions like 1600x1200, 1280x968, 1024x768
The second mode is for widescreen monitor users, like 1440x900,1680x1050, 1920x1200

The source coordinates in the MFD extractor show the pixels on the screen in X/Y coordinates:
LEFT  RIGHT
TOP BOTTOM
So changing these coordinates should be done by adding/deducting for the right direction.

The following are the 2D cockpit shell source coordinates for the HUD and left and right MFD's to enter in the MFD extractor options menu at the source coordinates:
1600x1200 resolution:
HUD:
Upper left X: 620    Lower right X: 980
Upper left Y: 555    Lower right Y: 915

LEFT MFD:
Upper left X: 599    Lower right X: 799
Upper left Y: 999    Lower right Y: 1199

RIGHT MFD:
Upper left X: 800    Lower right X: 999
Upper left Y: 1000    Lower right Y: 1199


1024x768 resolution:
HUD:
Upper left X: unknown yet    Lower right X: unknown yet
Upper left Y: unknown yet    Lower right Y: unknown yet

LEFT:
Upper left X: 383    Lower right X: 511
Upper left Y: 639   Lower right Y: 767

RIGHT:
Upper left X: 512    Lower right X: 639
Upper left Y: 640    Lower right Y: 767



1680x1050 resolution (use shift-2) These coords are tested on a 1920x1200 monitor so could be off a bit.
HUD:
Upper left X: 620    Lower right X: 980
Upper left Y: 555    Lower right Y: 915

LEFT MFD:
Upper left X: 599    Lower right X: 799
Upper left Y: 999    Lower right Y: 1199

RIGHT MFD:
Upper left X: 800    Lower right X: 999
Upper left Y: 1000    Lower right Y: 1199


1920x1200 resolution (use shift-2) If someone checked these let me know please.
HUD:
Upper left X: unknown yet     Lower right X: unknown yet
Upper left Y: unknown yet     Lower right Y: unknown yet

LEFT MFD:
Upper left X: unknown yet     Lower right X: unknown yet
Upper left Y: unknown yet     Lower right Y: unknown yet

RIGHT MFD:
Upper left X: unknown yet   Lower right X: unknown yet
Upper left Y: unknown yet   Lower right Y: unknown yet




Installation:
To install the .LOD (model)  you need to use LodEditor 610 or higher until a F4patch file or similar is made as installer.
See Freefalcon.com forum for Lodeditor
Backup Koreaobj.HDR, run LE, manually enter the # 1 at 'Normal'1, and click on 1  to open LOD#0.
Go to 'Action/replace model and select the new .LOD

For the 2D cockpit shell, go to Falcon4/art/ckptart and back up the 'ckptart' dir and replace with 'ckptart' dir of this zip.
Although it has been tested and showed no harmfull results use and run at your own risk, back up what you change first !




Changes v1.3
- 2D and 3D HUD are aligned and same size and height
- Added all views to the 2D cockpit so you can pan around
- Added MFD's to all views
- Added widescreen support to be enabled with Shift-2
- All F-16's are now 2D/3D cockpit shells

Changes v1.2
- Added 1024x768 resolution coordinates in the readme
- Changed the size of the black MFD backgrounds fields so that 1024res users have more space

Changes v1.1
- Changed the readme and instructions to be more precise
- Changed the 3dckpit.dat to have a HUD at 12 o'clock
- Added a noHUD3dckpit.dat file in case the HUD needs to be gone.
- Changed the pitch down number in the 3D shell to 0.0, limiting downward views


Aeyes


http://www.cockpits.net/files/freeware/VIPERPIT_2D_3D_Shell_v1.3.zip 3.3 Mb
« Last Edit: March 03, 2008, 10:26:33 AM by Aeyes »

Offline lotzo

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Re: MFD Exporter utility
« Reply #13 on: March 07, 2008, 04:38:09 PM »
all 3 videos has the same  f4 settings

Instant Action
Batch size 2

one MFD on the same pc ->www.diehappyonline.de/1.avi
cursor move->www.diehappyonline.de/3.avi
one MFD over the network->www.diehappyonline.de/2.avi over network it?s not smooth :taz:

mfg
Lotzo

Offline lotzo

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Re: MFD Exporter utility
« Reply #14 on: March 08, 2008, 06:02:12 AM »
hello
now i can export 256pix MFD without problems  with
rttTarget 256 768 16; batch size2


mfdleft  0  -7.620  11.240    0  -4.220  11.240    0  -7.620  14.540   0 256 256 512 c;
mfdright 0   4.260  11.240    0   7.660  11.240    0   4.260  14.540    0 512 256 768 c;


www.diehappyonline.de/5.avi

www.diehappyonline.de/4.avi

lightning thanks for your work :yihaw:

lotzo