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Author Topic: Clearer NVG  (Read 2296 times)

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Offline The-Architect

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Clearer NVG
« on: 12 Mar 2004, 00:09:53 »
Ok here's the concept.

I want to use the cutscene green overlay instead of the default NVG green.
If you get me. If not, I'm talking about the green overlay that you get if the player has NVG goggles on during the cutscene, which gives everything that green effect.

The logic.
 :hmm:
I'm hoping that its gonna be real simple.
By disabling the default NVG green via script and then enabling the cutscene green via a "NVG on" detection in the same script. The goggles would still be visible but the actual green would be different.

I hope you catch my drift.
« Last Edit: 12 Mar 2004, 00:10:42 by The-Architect »
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."

DBR_ONIX

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Re:Clearer NVG
« Reply #1 on: 12 Mar 2004, 22:53:32 »
Find the script in ofp's pbo's and look for nvg one (No idea if there is one.. But it's an idea isn't it ;))
Look at the code, there'll be a bit that makes the fuzzy stuff over the screen (And the black ring around the edge)

And the "brightenthescreenandaddgreentint.sqs" is your script! :P

I'm sure it is possible..
Hurray for De-PBO!! ;)
- Ben

Fishion

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Re:Clearer NVG
« Reply #2 on: 13 Mar 2004, 09:44:38 »
Hiho,
they way you put that green-effect into the Intro/Cutscene is very simple.
Have a player that has NVGs and let it be night...et voila ca c'est vert!
Which would pretty much spoil the plan you have

-Fishion

DBR_ONIX

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Re:Clearer NVG
« Reply #3 on: 13 Mar 2004, 11:13:21 »
Just to clear up.. Is this in the cutscene or duing play?
You said you wanted it like the cutscene.. But not when
- Ben

Offline The-Architect

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Re:Clearer NVG
« Reply #4 on: 13 Mar 2004, 18:50:29 »
No, no, no.  :noo:

I want to use NVGs ingame as I'm running about popping baddies. However, I want the cutscene green, not the default NVG green.
Simply because the cutscene green is much clearer and I want to cheat.  ;D

Make sense?
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."

DBR_ONIX

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Re:Clearer NVG
« Reply #5 on: 14 Mar 2004, 14:39:50 »
Yeah.. Thats what I though.. It was fishon that was wrong </fingerpointing> :P

Hmm.. The BAS SOAR pilots have a "lower NVG's action", that animates the nvgs down.. And switches on the ingame nvgs as well

Hmm..
Like I said, dp-pbo every flashpoint pbo file you can find.. One of them must contain teh nvg pixelated code, along with the code for the green... Hmm..

- Ben

Fishion

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Re:Clearer NVG
« Reply #6 on: 14 Mar 2004, 14:58:38 »
* Fishion points back...

Now look, as far as I see it, the script by BAS does the animation and
shows you the NORMAL NVG SCOPE (without showing the Model).

The way the clean green is done in a Cutscene (and I have only seen it
there) is what I described above.

As it was discussed numerous times, it is not possible to make a different
NVG as addon...if this would workit would be a workaround, but I personally doubt that you can get the clear green thing for the exact same reason...IMO this is all hard coded. But you might be able to take a look
at the commented CPP and find the entry for NVGs and maybe they link to
some sort of script or a resource entry in a description.ext or something...
then you might be able to change it...

just in case a misunderstanding is still left. I know that you want it in game and not in a cutscene...

-Fishion

Offline The-Architect

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Re:Clearer NVG
« Reply #7 on: 14 Mar 2004, 15:36:12 »
Yep, so now we are all on the same page.
However, I have no idea what all the above means. Hard code? Anyway, can it be done?
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 #8 on: 14 Mar 2004, 16:30:22 »
Quote
Hard code? Anyway, can it be done?

Hardcoded means it's fixed within the game-engine and not as some
properties of an addon. And I'd doubt that it can be done.

-Fishion

Offline The-Architect

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Re:Clearer NVG
« Reply #9 on: 14 Mar 2004, 18:52:43 »
I found a file called,

w_nvgoggles.paa
in the .pbo called,

dtaext.pbo

in the w folder.

I also found a file called,

nvg_tex.pac
What action can I take from here?
« Last Edit: 14 Mar 2004, 19:05:33 by The-Architect »
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 #10 on: 14 Mar 2004, 19:05:47 »
Most of those paa's are for the gear section of the mission briefing.  They are just little pictures of the equipment.


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 #11 on: 14 Mar 2004, 19:07:56 »
Ok, so is it the last one I'm interested in?
If so, how do I decode the file to explore 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 #12 on: 14 Mar 2004, 19:14:30 »
nvg_tex.pac is the texture file for the nvg model........so it seems anyway.

You can view paa and pac files with Texview......which is available from the Editors Depot.


Planck
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Offline The-Architect

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Re:Clearer NVG
« Reply #13 on: 14 Mar 2004, 19:16:52 »
Can I edit and then pack it back up and use it ingame?
Actually, I opened it up and had a look.
It's not what I'm after.

What I'm looking for is the overlay which comes onto the screen when NVG is implemented.

The nvg_tex.pac is just the skin of the goggles.
« Last Edit: 14 Mar 2004, 19:21:20 by The-Architect »
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 #14 on: 14 Mar 2004, 19:29:32 »
I found this entry in the cfgWeapons.hpp from the Commented Configs.

class NVGoggles : Binocular
   {
      //--
      displayName=$STR_DN_NV_GOGGLES;

      showEmpty = false;

      valueWeapon = 5;

      opticsZoomMin=1.0;
      opticsZoomMax=1.0;

      modelOptics="optika_night";
      model="nvg_proxy";
   }

Might help your search a bit.


Planck
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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
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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
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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