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Stephanie

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Everything posted by Stephanie

  1. I've been working a bit more to make a bit of a sci-fi theme overall. Still limited primarily to the map screen, I'm too lazy to do the rest of the screens (and considering how rarely the settings etc need to be changed, it seems hardly worth the effort.) Anyhow, here's the gist of it: * Red arrow changed to a BSG Raptor as per this thread * Blue boxes removed as per this thread and this one * Fonts and colours changed, also as per this thread * Custom information added, i.e. speed and altitude readouts, as per the thread mentioned above. * Custom buttons designed & added Th
  2. I think I'd do it again. In a roundabout way, I am actually glad that they had some of the problems they had. Why? Because if the thing worked perfectly and had no flaws, we probably wouldn't have gotten that testmode file, and would have much less desire to get in and muck around with it. And I can say, speaking for myself only of course, I'm way happier with my F700 now, than I would have been if it didn't have some of those problems from the start. Thanks to some of those problems, I now have the ability and knowledge to modify the heck out of it, make it look exactly like I want
  3. I was able to download it this morning - maybe they posted the download page before they put the actual file in place. Ah well. It looks almost exactly like the Navigate Feeds program - in fact it wouldn't let me install until I had first uninstalled Navigate Feeds.
  4. I just noticed this on Pioneer's website: http://www.pioneerelectronics.com/PUSA/ ... AVIC+FEEDS I tried downloading it though and got a page not found... hopefully it means they are close though.
  5. I have some vague thoughts on the problem - the boxes and arrows are contained within elements. Those layers are turned on and off through scripts. The fact that the behavior in 2d mode is inconsistent, makes me believe this is a bug. There is probably some sequence of things that makes them appear or vanish in 2d mode, while in 3d mode they seem to be there all the time. The manual shows the arrows and boxes in 2d mode, so I suspect that is the intended behavior. For me, I fixed it by moving them out of the layer they were in, and into the first layer which is always visible. That
  6. Unfortunately, I believe the units are set automatically. Instead of "navigation.current_altitude.full_text" you could try "gps.elevation" and see if that works for you - that's the value that's used on the GPS Status page. You could check that screen first and see if it displays in miles or feet. Where I am, the highest elevation in my area is about 1750 feet, so that issue has never actually crossed my mind.
  7. heheh - well I don't use 3d mode much myself, so I'm not too eager to try it. If I get too bored at work though, I'll have a go at it. The daycar.bmp icons on the F's were 85x85, and the coordinates are to the top-left corner of the image, not the dead center of the image, so by my calculations, the coordinates we'd want for 3d mode are x=358 and y=318. That should put the middle of the icon at exact center left-to-right and at 75% down the screen top-to-bottom, which is where the icon goes now. That's the easy part The rest of it is just figuring out what we need to toggle to 'disabl
  8. The blog instructions say to rename the car icon of your choice to 3dauto.bmp. A quick search of their replacement data.zip reveals the only reference to 3dauto.bmp is in their version of our navigatemap_800_480.ui where they have this section: In our navigatemap_800_480.ui we have that layer but it is empty: So I'm figuring that the other scripts in their data.zip are to suppress the 3d mdl icon, and replace it with the 2d bmp file. There's probably some scripting to ensure that the 2d bmp file is positioned in the right place, or maybe that's hardcode with the x214 y
  9. I haven't had a chance to fully understand what they are doing, but from the looks of it their process uses a bmp for the 3d car icon. The F is using a mdl file for the 3d car icon. I guess using their method would allow one to make their own transparent bmp file and use it as both the 2d and 3d icon... assuming we can use their method on the F series. Another way of proceeding would be to find out what software is used to make the mdl file and see if that's an option. It'd be easy to drop in a new mdl file, but if making the mdl is more complicated (or costs money for the software) t
  10. Just so long as it's well-tested before they release it. I don't want to be using some buggy pre-release, and be the first one to discover that if you try and enter a destination during night mode for a city that starts with "O" you end up in the early cretaceous period. Or, did you mean they'd need time travel in order to get the mid-august update out by mid august? Cheers!
  11. Good call - I don't see the daycar.bmp referenced in the 3d ini, but there is a "car.mdl" file instead. car.mdl is in the data.zip\gfx folder... so we probably do need to replace that with a new "mdl" file to get the 3d car customized.
  12. The system (nav) settings for eliminating the key beeps only covers the nav unit software. It did not silence them in the AV section or other settings screens. At least, this is the case on a North American unit with software 1.017.
  13. I've been digging through the scripts and I can't find where it references the car icons - for 2d or 3d. I'm going to re-activate 3d on my nav unit so I can play with it and see if I get any clues as to what it's actually doing. Won't have any info till after work today, but I'll post back after I've had a chance to mess with it.
  14. For the lower-left corner, the three-line info area, I found that the icons and text are set through the scripts. So the visiblemodel didn't work for them... there's so much redundancy it's hard to tell which script is calling it at what time. For that stuff you have the added complexity that the content is set through the settings, i.e. you can change the actual information, so it isn't hard-wired like it is for the other areas. I'm sure there are solutions, it's just a matter of determining what the best one is. One possibility is to move them off-screen when they aren't desired, then
  15. Stephanie

    Speed display

    I'm pretty sure that the units are dictated by whatever is set in the settings. If you set it for miles then you get your speed in mph. If you set it for kilometers, you get speed in km/h. I haven't seen any way in the scripts to override that on a per-display basis.
  16. This isn't in the data.zip file, this is in a data directory right on the nav unit itself. The path I provided in my previous post is where I found literally hundreds of XM graphics / icons, distributed through 4 subdirectories. I don't know if I've found 'all' the icons... There's so much junk floating around it's hard to say what's used and what isn't. Also, I don't use a lot of the functions so there's bound to be stuff that I've never seen on the nav unit, even if I have come across the files on the flash drive. For one thing, I have not found the direction arrows... I really wa
  17. skicrave, have you tried using your custom icon in 3d mode? I think that all that happens in 3d mode is you get the icon sort of forshortened, and the 'ghost' / shadow appearing below it. It doesn't actually have to rotate around or anything, or does it? From the pictures I've seen in 3d mode, the icon looks like it's really only squashed vertically to simulate it being tilted.
  18. I made mine on a Macintosh with a program called GraphicConverter. It identified the original daycar.bmp as ARGB (alpha, red, green, blue). The 'black' is not black, it's the alpha/transparency "colour"... so you can't just use black, you do have to use an actual alpha/transparency layer.
  19. Fantastic work! I tend to agree - a 'clean' navigatemap_800_480.ui that has your changes applied, would probably be best way to present it to people.
  20. For any BSG fans out there, I've attached a zip'ed set of bmp's of a colonial raptor. Day, Night, and both Ghosts (shadows) are included. Cheers! raptor.zip
  21. The blue box that is behind the next turn arrow is: 746_32K_OM-003_32b.bmp The blue box that is behind the second next turn arrow is: 746_32K_OM-005_32b.bmp The blue bar that goes behind the next street name is: 746_32K_OM-005_32b.bmp If you see green instead of blue, the files are: 746_32K_OM-002_32b.bmp 746_32K_OM-004_32b.bmp 746_32K_OM-006_32b.bmp These are all in data.zip\ui_pioneer\800_480 The zoombar is not in navigate_800_480.ui at all - it's in navigate.ui and start.ui (I think). Look for "map.ZOOMCONTROL_SHOW 1" and change the 1 to a 0. There is a lot of reduncan
  22. No I wasn't. I tried a few times before I gave up and just keep it with out the boxes entirely. I suspect the problem is that there are scripts that are taking control over the boxes, or otherwise messing with their visibility. On the other hand - instead of messing with the boxes that it came with, you could try leaving those lines alone and just adding your own. The first word after the start of the element is the ID that is used by the scripts. So where you see stuff with xxx that means it's not affected by scripting. However if you change the id from whatever it is now to xxx you'l
  23. This may be network-specific, but I've programmed all my numbers using the "correct" GSM notation (at least, correct as far as I understand it). All my numbers are saved like this: +12125051212 The +1 is for north america, then the 3-digit area code, then the 7-digit number. It automatically knows whether a call is long distance or not based on whether I'm at home or roaming or whatever. And more importantly - when I get incoming calls, they are identified to the matching entry in my contacts database on the F700.
  24. Just use the same visiblemodel, but put a ! infront of the variable. In other words: visiblemodel="navigation.distance_to_manuver.valid" means it is visible when you are navigating, but visiblemodel="!navigation.distance_to_manuver.valid" means it is visible when you are *not* navigating. Cheers!
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