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Author Topic: Clearer NVG  (Read 2051 times)

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Offline The-Architect

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Re:Clearer NVG
« Reply #15 on: 14 Mar 2004, 19:33:49 »
I've found some "optika_..." files in a data folder but not optika_night. Any idea where I could find it?
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

Offline Planck

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Re:Clearer NVG
« Reply #16 on: 14 Mar 2004, 19:37:13 »
This appears to be the stumbling block.

I haven't managed to locate it yet.



Planck
I know a little about a lot, and a lot about a little.

Offline The-Architect

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Re:Clearer NVG
« Reply #17 on: 14 Mar 2004, 19:40:52 »
I'm UnPBO'ing the Data3d file now to look in that. Its Huge.
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

Offline Planck

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Re:Clearer NVG
« Reply #18 on: 14 Mar 2004, 19:48:24 »
You will only find P3d files in Data3D.......no texture files live in there.

Planck
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Offline The-Architect

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Re:Clearer NVG
« Reply #19 on: 14 Mar 2004, 19:52:13 »
Yep, your right. I found the  NVG_Proxy.p3d.

I'll start a new thread in Editing Advanced and 3D modelling and ask where it is there.
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

Fishion

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Re:Clearer NVG
« Reply #20 on: 14 Mar 2004, 22:39:15 »
Stupid question on my part:
I don't think the Optica_night will help you.
Try this:
look through the nvg, and then use the ForceMap command (trigger etc)
or even better in a cutscene...
What you see is the map overlayed with what seems to be the Optica_night.

What does
valueWeapon = 5;
mean?
Maybe that's where the meat is?

-Fishion

DBR_ONIX

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Re:Clearer NVG
« Reply #21 on: 15 Mar 2004, 18:22:30 »
Woo!
Result!
Look for 5 files, called, in data.pbo ::
"night_sum.01"
"night_sum.02"
"night_sum.03"
"night_sum.04"
"night_sum.05"

They are 5 different levels of fuzzy ness.. that's what makes the random pixels..
If you replace these, with somthing clear, or less fuzz.. It will remove the pixelatedness.. But keep the roundness black bit

You can also find those files that do the black bit round the edge. And change them :)

Pff, hard coded... ;)

Now if only you could replace them with out de-pbo-ing and pbo-ing the new files back in..

I think that concludes this, almost :)
Go em, go me :P;)

- Ben

DBR_ONIX

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Re:Clearer NVG
« Reply #22 on: 15 Mar 2004, 18:25:34 »
And I just though of something..
The settexture command!!!
If you can find a select name (in O2)... You can use something like screenfuzz settexture "\custom_nvg_text\trans.paa"

And that will temp change the NVG's fuzzy ness..!!!

Just need to download X-Pack (I think it is) to un-encrypet the optika_night file :D

Will report back later :)
- Ben

Offline Planck

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Re:Clearer NVG
« Reply #23 on: 15 Mar 2004, 20:18:59 »
optika_night.p3d uses these 2 textures:


night_sum.01.paa
nightvision1.paa


Good luck.......btw


Planck
I know a little about a lot, and a lot about a little.

Homefry31464

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Re:Clearer NVG
« Reply #24 on: 16 Mar 2004, 00:54:40 »
So, we may have figured out the way to change the NVG's?  Excellent lads.  

Maybe have them easy disabled via a mod folder.  This is good news!!

 ;D

Offline Planck

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Re:Clearer NVG
« Reply #25 on: 16 Mar 2004, 01:32:01 »
Hmmmmm......I wouldn't count on that yet Homefry.

I think most of this knowledge is already known by others, and they didn't make much progress with it.

We will see.


Planck
I know a little about a lot, and a lot about a little.

DBR_ONIX

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Re:Clearer NVG
« Reply #26 on: 16 Mar 2004, 17:44:29 »
Yea, we will see clearer in the dark now :P
Anyway.. The simplest was I can think of just now it to make a @folder mod thing
To check I am right about the files..
And try to work out the set texture thing :)
- Ben
EDIT :
Quote
I'm hoping that its gonna be real simple.
Ha ;):P
« Last Edit: 16 Mar 2004, 17:51:26 by DBR_ONIX »

DeadMeatXM2

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Re:Clearer NVG
« Reply #27 on: 17 Mar 2004, 01:06:59 »
Answers (thanks for the headsup homefry)

We [BAS] originally tried the cutscene green waaay back with de/ra #1

Unfortuantely, its a no-goer :( you cant have that resource, as well as player input at the same time.

Configing new NVGs - DEFINATELY NOT possible. The NVG's and binoculars are well and truly hardcoded into the game. No way of adding new ones, no way of tweaking the current ones via the cpp.

As for the mod folder idea. Indeed a feasable one, however, it does mean that all sides get the newest 3rd/4th generation NVGs. Not very realistic in my opinion, especially considering the USA's incredibly strict rules on sales of latest generation NV equipment.

Great ideas tho guys, and definately workable if you can cope with the poorly funded resistance having top-of-the-line NVG capability  ;) :)

DM

DBR_ONIX

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Re:Clearer NVG
« Reply #28 on: 18 Mar 2004, 18:44:33 »
Just need to get pasting with this removeweapon "NVGoggles" ::)
:P

It shouldn't make much difference in SP..
The AI seem to be able to kill me just as easily in darkness.. I think

Multiplayer.. Different..
What about the RSC file-ly thing that changes every second that adds a random picture (night_sum.01 night_sum.02 in a loop)
And only giving them the NVG's when you press an action.. So you press the button, it give you NVG and puts them on, then you can remove the NVGs, but keep the fuzzyness (If your mad)..
Like the custom NVG's the BAS pilots (Just an eg.) had..

You might have to resize them (I think they are tiled?)

Hmm
- Ben