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Lichtknarre: Unmodified Wii remote as a sight accurate Lightgun using 2/4 LEDs |
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mickael28:
--- Quote from: Fusselkroete on March 30, 2025, 09:53:07 pm ---Hi, it depends on how much solar radiation you have or how many other light sources there are that have IR radiation. Also beware relections from your IR source. The distance depends on which IR tracker you use. I assume the 4 LED tracker with your planned purchase. It is not always easy to say whether it will work at 3m, as there is no exact formula for this. As a backup plan, you can also make a 3d print that uses a lens. --- End quote --- Yes, I was thinking about getting a wide lens as well to have that backup. Of the different models they had in that shop, I had in mind the wireless one pictured. The main doubt is that on the official Lichtknarre site they mention to use 3W LEDs and the ones in these units seem quite below that. By reading about standard LEDs the 3 of the small ones might have a combined output of 0.2W or so. Wondering if this product then is totally worthless and better to not even try buying that model. I've not seen a good one yet powerful and with large cables for large screens yet. |
Fusselkroete:
I would suggest the cable version. if the cables are too short you can increase yourself. The thing is, the higher the watts, the more the LEDs can stand out from reflections/sunlight etc.. But the normal Wii remote bar only has so few watts. With the LK-software, you just have to make sure that it doesn't get confused, as the wii remote can only evaluate 4 IR light sources. Higher watts makes it more easy for the software because you can decrease the sensitivity. But the IRs can also produce reflections and they are brighter with higher watt leds aswell. Selfmade IR-Emissions, natural IR emissions, IR emission from other devices. The official website only mention the 3w as a suggestion since the author made this as a hobbyproject and can't evaluate every situation if it is realy worth to use these bright IR-LEDs. Also the author don't use the original nm wavelength from the official wii remote bar aswell. I would suggest stick to official wavelength since nintendo designed the wii remote in junction to the ir-bars. The author shouldn't be such a lazy one not to adjust the documentation -.-. |
blam666:
Hi! I'm fiddling around with Lichtknarre and two wiimotes for multiplayer lightgun gaming for a week now. It's great fun and Lichtknarre seems to be a great tool for getting many things done. I'm using a Mayflash Dolphin Bar with that custom firmware that introduces that special mode to work with Lichtknarre and a seperate USB BT dongle that worked out of the box connecting the Wiimotes. It's working fine on mame for me already - right now I try to make multiplayer lightgun gaming work on Model 2 Emulator for Virtua Cop 1 + 2 and House of the Dead and such games. I've gotten quite far but there is a problem left with the raw mouse mode as both crosshairs only move in the upper left part of my Full HD 1920x1080 screen It's like the cross hairs are projected on something like a 1280x720 resolution in the upper left part of the whole screen and I can't reach the right and lower sides of the screen with the crosshairs. I thought it could have something to do with the fact that I used widescreen scripts at first (I use the pre-config scripts and configuration files by Warped Polygon that are working very well for all other games). But the problem is the same also using the regular 4:3 scripts. Crosshair movement is still restricted to the upper left part of the screen. When I turn off the raw mode (UseRawInput=0 in emulator.ini) the crosshair moved by my mouse (or mode 2 wiimote) is behaving normally and reaches all sides of the screen again. But then of course multiplayer is not possible anymore. I had some problems making model 2 emulator work at all at first, because I could find no proper tutorials for that emulator and some misleading informations about it. Some sources claim it's only possible to make multiple lightguns work in regular mode 2 of the Mayflash bar with TWO bars creating two mouse movements in that emulator. But I found out that's not true, at least for me. I can use the Vigem plugin and set the wiimotes as Xinput Controllers and use multiple wiimote inputs on one bar in "special mode". The trick was finding out that only older versions of demulshooter worked with assigning xbox controllers to the player 1 and 2 tabs and assigning mouse buttons to them (later versions of demulshooter after 8.7.0 don't show the Lichtknarre-made virtual xinput controllers anymore and I found no way to make them move the cursors at all there). So it's working fine and registring movements of both wiimotes-as-xinput controllers, but as already said, it is somehow limited to the upper left part of the screen. So does anyone know this problem and has a solution for it? Or at least any idea what this problem could be generally about? Could it have anything to with me using a laptop connected to a TV as monitor (the laptop screen is turned off, though. Would be weird to me if it doesn't recognize the TV as main monitor)? |
blam666:
Answer to my own problem - I found out it had to do with my Win 10 Display being set to 150% scaling. When I set scaling in Windows display to "normal" 100%. the raw mode crosshairs behave normally and reach all corners with both guns. It seems to be a problem with Demulshooter that some other users used to have with other lightgun/emulator settings before. Now I just have to find out how to tell demulshooter to accept my 150% scaling without issues. Taskbar text is much too tiny to read on a big tv... EDIT: Easy Fix. I just had to set the demulshooter.exe to "application" in the High Dpi Compatibility Settings. Now it works everytime without me having to change the Windows scaling settings. I also set this for the emulator.exe / emulator_multicpu.exe just in case, maybe that's not even necessary. Ok case closed. It's possible to make model 2 emulator work with Lichtknarre and two wiimotes and just one Mayflash Dolphin bar with custom firmware and vigem plugin. EDIT 2: Some days later, and after taking a deeper look into my problems with newer versions of Demulshooter, I found out current versions (right now I'm testing 15.4) of DS ARE actually still working with Lichtknarre and Model 2, but there are some major issues to be aware of and some differences in how the different versions of Demulshooter have to be handled. All in all I still recommend for Model 2 on Lichtknarre vigem to use an older DS version (I used 8.7 and it's working fine as described here before). On 15.4 Demulshooter won't show any gamepad devices but exclusively device HIDs. That is actually not a problem, as the HIDs of the vigem virtual gamepads will show up and can generally be handled just like before. The DemulShooter GUI will not present anything about mouse buttons, but offers generalized game functions like trigger, reload and so on. That's also not an "issue". What IS an issue, though, is that Lichtknarre would lose communication with my windows game controllers setup the moment I start either the DemulShooter_GUI.exe or the DsDiag.exe. My movements are suddenly not registered anymore. This was happening all the time at first and probably why I was thinking it wasn't working at all. Now I find out I can set the right settings and HID titles in the DemulShooter GUI, then save my config and exit. And after that I have to quit and restart Lichtknarre and my wiimotes would be working again then. But it's generally a bit unstable and I had no issues of that sort with the old 8.7 version of Demulshooter. Another thing to keep in mind is a little thing changed in the way you have to write your bat to get the right command lines working: On 8.7, if you want to use the emulator_multicpu.exe and not the emulator.exe to run the game, you had to write in -target=model2m. This changed for 15.4, and -target=model2 will work for BOTH exes. Your bat will actually crash if you still use -target=model2m in the new version 15.4. Then it is according to the Demulshooter wiki on github mandatory in 15.4 to install the Demulshooter model 2 crosshair scripts to see crosshairs at all and set DrawCross at 0 in the emulator.ini. It wasn't mandatory in 8.7, I used the native crosshairs with it with no problem and left the setting in the emulator.ini at DrawCross=1. This mandatory install of the Demulshooter crosshair scripts leads to a further problem when you are using Warped Polygon's 16:9 scripts. When I installed these crosshair scripts over the Warped Polygon pre-configured scripts, everything was set to 4:3 again. If I want to use Warped Polygon's pre-config files and keep them working, I will have to stay with 8.7 and NOT install the Demulshooter crosshair scripts. Then it's very important it is the correct way for the 8.7 Demulshooter setup to put UseRawInput to 1 in the emulator.ini of the m2 emulator. Otherwise you will simply have no second crosshair and can't play multiplayer. In 15.4, demulshooter wants you to set UseRawInput to 0 to make it work. Quite confusing! |
Fusselkroete:
nice work :cheers: The Software is in active development. Maybe in future better mouse mode is available. |
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