OFPEC Forum
Addons & Mods Depot => OFP - Addons & Mods General => Topic started by: DBR_ONIX on 22 Aug 2004, 12:37:57
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I've been reading a bunch of stuff about the NVGs, and how "you cant make new ones"
But.. What if.. You inherit from the NVGoggles class, and change the modeloptica thing, with your own one?
That way you can replace the fuzz with your own one, with out replacing the whole data.pbo file..
Also if you change the model="blah.p3d" bit... :)
Is that a plausable idea?
- Ben
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Yes, it does sound quite plausible. the only change i'd like to see to the NVGs is the fuzz color to be changed from green to grey so you can see better. (like splinter cell)
Green Ugh! :noo:
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Hmm, I'm totaly sure that the green is (If not coded in the game exe) really hard to change..
Unless.. Are the NVGs not in the commented CPPs..?
Or a CPP in a mod (War gammers?)
- Ben
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What about a script that lets you choose green or grey? That would be pretty sweet. :)
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Could someone paste a sclass defining NVGs ?
(sorry for laziness ::))
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No problem:
class NVGoggles:Binocular
{
displayName="$STR_DN_NV_GOGGLES";
showEmpty=0;
valueWeapon=5;
opticsZoomMin=1.0;
opticsZoomMax=1.0;
modelOptics="optika_night";
model="nvg_proxy";
};
Planck
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Look at kegetys DXDLL project, he removed the fuzzyness. Maybe, if he could remove it, you could get him to change it and make it better?
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It's very easy to make the NVG's non-fuzzy.
You only need to replace the relevant texture, however it requires you to DePBO the data.pbo and then Stuff it back up again afterwards.
Planck
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It's very easy to make the NVG's non-fuzzy.
You only need to replace the relevant texture, however it requires you to DePBO the data.pbo and then Stuff it back up again afterwards.
Planck
To be more specific, the textures are called:
night_sum.01.paa
night_sum.02.paa
night_sum.03.paa
night_sum.04.paa
night_sum.05.paa
Just replace them with completely transparent textures, and you should be fine.
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I wonder where the whole way the nvg work is defined. I mean the coloring output/balancig brightness.
Upper class is preety .. empty. Maybe i'll find something in config.bin...
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Hmm..
Maybe, instead of editing the PBO stuff, if you use :
class newNVGoggles:NVGoggles
{
displayName="$STR_DN_NV_GOGGLES";
showEmpty=0;
valueWeapon=5;
opticsZoomMin=1.0;
opticsZoomMax=1.0;
modelOptics="NewNVG.p3d";
model="nvg_proxy";
};
Maybe.. Maybe.. If that won't do the NVG don't do anything (Like the green-ness) it's that optics the game changes..?
If not, it's something to do with the NVGoggles class..
Is the base class?
It can't be :hmm:
- Ben
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What about infrared sights? How possible would something like that be?
I saw something on TV the other day that showed some modern weapons the U.S. is working on, and one of them had a huge scope on an M4 that had infrared capabilities as well as regular NV.
I wouldn't be too worried about making an IR scope, but IR goggles would be awesome.
Not sure how this would work, maybe by assigning vehicles/units a heat signature or something, that would show through bushes, trees, etc. Radar already goes through these objects, so I think that would be possible, but I have no clue how the OFP engine works or anything like that.
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I think that if new NVGs were possible, somebody would have done them by now. Same thing with infrared scopes/goggles (which, BTW, do not allow you to "see through trees" and all that hollywood BS).
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I didn't mean literally see through solid objects. Just, if you were to look into the woods, you'd be able to make out outlines of soldiers walking around or whatever.
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It's been talked about a few times.. It's impossible, basicly..
So what about new NVG idea..? (Changing the CPP)
I'll try it when I get a chance, if noone else does
- Ben
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the reson why theres no change in the colour is becuase the NV class MUST be green. I think its hard coded into the engine. Cuz if U look at the nv optics, they dont contain a spec of green, at all
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I know that, but if you change the optika_nvg to something else, and it loses the green-ness, it's the optics file that links NVGs to the hard-coded green in OFP
If it still works, it will be it either the base class, or something else ( ::) :P)
Hmm, should email BIS and ask them about it :P
- Ben
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So have you actually tried tinkering with NVG's or not? I tried making a new NVG's class that used an invisible model, so you couldn't see if a unit was wearing them (for my vamps addon). However, it wouldn't work, and after browsing the forums, I found that it was pretty much agreed that making new NVGs is impossible.
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Impossible does not exist! theres only unbelievable ;)
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I tried the CPP :
class ONIX_NVG:NVGoggles
{
displayName="ONIX's NVGs";
showEmpty=0;
valueWeapon=5;
opticsZoomMin=1.0;
opticsZoomMax=1.0;
modelOptics="optika_night";
model="nvg_proxy";
};
But it says "Undefined baseclass NVGoggles"...
>:(
- Ben
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Hmm........
class NVGoggles is derived from class Binocular.
Try:
class Binocular:Default {};
class NVGoggles:Binocular {};
class ONIX_NVG:NVGoggles
{
displayName="ONIX's NVGs";
showEmpty=0;
valueWeapon=5;
opticsZoomMin=1.0;
opticsZoomMax=1.0;
modelOptics="optika_night";
model="nvg_proxy";
};
Planck
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i dont think inherting from the nvgoggles class will work :-\
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i dont think inherting from the nvgoggles class will work
Possibly not, but he wanted to try.
Planck