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Author Topic: New NVGs idea  (Read 3965 times)

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DBR_ONIX

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New NVGs idea
« on: 22 Aug 2004, 12:37:57 »
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

1shottokill

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Re:New NVGs idea
« Reply #1 on: 22 Aug 2004, 14:44:30 »
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:

DBR_ONIX

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Re:New NVGs idea
« Reply #2 on: 25 Aug 2004, 17:25:03 »
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

exigent

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Re:New NVGs idea
« Reply #3 on: 25 Aug 2004, 17:50:23 »
What about a script that lets you choose green or grey? That would be pretty sweet.  :)

sidhellfire

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Re:New NVGs idea
« Reply #4 on: 25 Aug 2004, 22:39:39 »
Could someone paste a sclass defining NVGs ?

(sorry for laziness ::))

Offline Planck

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Re:New NVGs idea
« Reply #5 on: 25 Aug 2004, 22:54:52 »
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
I know a little about a lot, and a lot about a little.

AnarCHy

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Re:New NVGs idea
« Reply #6 on: 25 Aug 2004, 22:58:08 »
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?

Offline Planck

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Re:New NVGs idea
« Reply #7 on: 25 Aug 2004, 23:12:10 »
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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Offline General Barron

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Re:New NVGs idea
« Reply #8 on: 26 Aug 2004, 18:21:40 »
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.
HANDSIGNALS COMMAND SYSTEM-- A realistic squad-control modification for OFP
kexp.org-- The best radio station in the world, right here at home! Listen to John Richards!

sidhellfire

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Re:New NVGs idea
« Reply #9 on: 31 Aug 2004, 16:10:48 »
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...

DBR_ONIX

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Re:New NVGs idea
« Reply #10 on: 31 Aug 2004, 17:34:55 »
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

ocnick

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Re:New NVGs idea
« Reply #11 on: 31 Aug 2004, 17:37:38 »
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.

Offline General Barron

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Re:New NVGs idea
« Reply #12 on: 01 Sep 2004, 00:14:27 »
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).
HANDSIGNALS COMMAND SYSTEM-- A realistic squad-control modification for OFP
kexp.org-- The best radio station in the world, right here at home! Listen to John Richards!

ocnick

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Re:New NVGs idea
« Reply #13 on: 01 Sep 2004, 12:39:13 »
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.

DBR_ONIX

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Re:New NVGs idea
« Reply #14 on: 01 Sep 2004, 18:14:17 »
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

HuNtA

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Re:New NVGs idea
« Reply #15 on: 02 Sep 2004, 10:12:57 »
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

DBR_ONIX

  • Guest
Re:New NVGs idea
« Reply #16 on: 02 Sep 2004, 17:13:38 »
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

Offline General Barron

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Re:New NVGs idea
« Reply #17 on: 03 Sep 2004, 01:19:25 »
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.
HANDSIGNALS COMMAND SYSTEM-- A realistic squad-control modification for OFP
kexp.org-- The best radio station in the world, right here at home! Listen to John Richards!

sidhellfire

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Re:New NVGs idea
« Reply #18 on: 05 Sep 2004, 21:47:19 »
Impossible does not exist! theres only unbelievable  ;)

DBR_ONIX

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Re:New NVGs idea
« Reply #19 on: 07 Sep 2004, 18:04:09 »
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

Offline Planck

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Re:New NVGs idea
« Reply #20 on: 07 Sep 2004, 20:53:32 »
Hmm........
class NVGoggles is derived from class Binocular.

Try:

Code: [Select]
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
« Last Edit: 07 Sep 2004, 20:54:09 by Planck »
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Offline oyman

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Re:New NVGs idea
« Reply #21 on: 08 Sep 2004, 04:44:44 »
i dont think inherting from the nvgoggles class will work :-\

Offline Planck

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Re:New NVGs idea
« Reply #22 on: 08 Sep 2004, 21:14:19 »
Quote
i dont think inherting from the nvgoggles class will work

Possibly not, but he wanted to try.


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