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Αplion

HAFM more realistic NVGoggles view

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ARMA3-04-24-201419-47-53_zpsbf67db2b.jpg

This is a very small addon made for my team and I've decided to give it in public for anyone want to use it.

It replaces the default NVGoggles sight adding a film grain effect, which giving (IMHO) more realistic view, plus the ability to change the brightness according to your needs in-game.

The keys for brightness control are SHIFT+PAGE UP and SHIFT+PAGE DOWN and also there is an "Automatic" choice (which is more like the default brightness control by A3)

Note #1 ... this is only affecting NVGoggles (of any faction - side) and not Binoculars or any thermal sight ... also works on scopes having NVG capability.

Note #2 ... I'm not taking credits for brightness control code part as it originaly belongs to some other guy (I don't know who he is as I found the code through google) so all credits must go to him except for some minor changes I made myself.

Note #3 ... ofcourse anyone don't like it ... it is easy to just remove the files and have the original back :)

Download Link : https://www.mediafire.com/?7u41x3ro11261o4

Aplion

Edited by Aplion

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New mod v1.0 available at withSIX. Download now by clicking:

@hafm_nvg.png

@ Aplion;

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To do so, please hit 'this is me' button on the page while logged in and you will get connected to your work.

For now you can send new content or releases our way through withsix.wetransfer.com or add your notification at getsatisfaction.withsix.com.

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Thanks guy, it was badly needed since ACE 2 ^^

Why not simply use Page Up/down rather than adding Shift key?

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Thanks guy, it was badly needed since ACE 2 ^^

Why not simply use Page Up/down rather than adding Shift key?

Because page up/down are used by game default on weapons for zeroing so I had to avoid such conflict.

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Finally! A degrade from the civil 3+ Generation tube to ... let me see ... 2 or 2+? Nice for Missions which want to play rebels with civil night vision but the military is 4 to 4+ generation analog. And digital is way better.

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Because page up/down are used by game default on weapons for zeroing so I had to avoid such conflict.

This always ticked me off in Ace2, f*** yes!

One little issue, the page up page down seems to be inverted.. page up decreases contrast and page down increases it!

So far, really nice.. I especially like the fact that it seems to adjust contrast more.. instead of just the brightness.

Very usefull when playing in urban environments or when you stare right into the beams of weapon mounted flashlights!

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I like this very much. I think the filter you chose looks really good. It really adds to the realism for me. You've been putting out some fantastic mods lately. Well done and thank you.

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Guest

Release frontpaged on the Armaholic homepage.

================================================

We have also "connected" these pages to your account on Armaholic.

This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

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Great step in the right direction. With the grain effect can you also add blur to it? The world through NVG is still too sharp, and you have a great grain effect, but if you could add a blur to it, it'd be awesome.

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doing something like this with a contrast curves adjustment would be boss.

  • Like 1

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Maybe a dumb idea but how about overlaying the UAV camera texture just to drive home the "looking through device" feeling.

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Great step in the right direction. With the grain effect can you also add blur to it? The world through NVG is still too sharp, and you have a great grain effect, but if you could add a blur to it, it'd be awesome.

Why, though? Looking through Gen 3+ NVGs is not blurry. Even in LLL environments, all that happens is the gain goes up, making it grainy, but it's not blurry. Your acuity will go down, but again, that's because of the grain.

Now, if you're asking as an option to enable for old school missions (like Viet Nam or Gulf War 1), then yeah, I can see that. That could actually be an interesting idea if it was a switch.

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Gatordev, are you saying that the Gen3+ devices are a sharp and crisp as they are now? I have a Gen2 and its grainy and blurry. Regardless, it still seems as if the grain should be cranked up in the current version?

Edit:

Also, view distance should be very limited with NVG, Aplion is it possible to limit view distance with NVGs?

Edited by SpectreRSG

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Here is a small video by Jeza showing your addon in action:

I hope you like it :)

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Gatordev, are you saying that the Gen3+ devices are a sharp and crisp as they are now? I have a Gen2 and its grainy and blurry. Regardless, it still seems as if the grain should be cranked up in the current version?

Keep in mind my experience with NVGs is mostly with AN/AV-9s and some limited use with AVS-6s. The AVS-6s are techincally behind the AVS-9s, but still considered Gen 3. AVS-9s are also Gen 3. Occasionally you'll get an upgraded AVS-9 that's better than an older AVS-9. When I say "Gen 3" I'm referring to the prolific AVS-9s that are everywhere, and the upgraded AVS-9s are "Gen 3+" (for the sake of our discussion).

All that said, in LLL with Gen 3 devices, there is no blur. Period. Bright lights will bloom the goggles and cause large discs in the image, but they're still very crisp. In LLL, you WILL have lots of grain, though, but it's not like what you see in old Gulf War 1 footage. Part of why you see that is because they were using old tube-based video cameras, which can't handle certain lighted images compared to a CCD camera (along with the previous gen of NVDs used during that war). When looking at something in more than low-light, things look normal with some minor grain, but again, it's not blurry, you just may not have the visual accuity you would have in high light. In high light, it's like looking at a picture...well, maybe a photo negative at times, depending on what you're looking at (many uniforms/boots will glow different under NVGs than when unaided due to the materials. My boots are an example because they are so torn up and have steel in them).

Lastly, view distance is NOT affected by NVGs. In fact, you can see things MUCH farther away if they have any kind of light/near-IR emission. I understand why you're saying this based on what you have (Gen 2), but the Gen 3 (and presumably Gen 4, which I haven't played with) don't suffer the same issues. To illustrate, let's say you're looking in a direction where it's very low-light (like an ocean with no moon). Unaided, you'll see 10-100 meters in front of you (I'm swagging it, but you get the idea). On goggles, you'll see something like 500-1000 meters in front of you. Still not great (at least in an aircraft), but if you add any kind of ambient light (stars, object with light, etc), it's a huge help.

Hopefully that makes sense. It's hard to explain what you see in quantitative terms.

ETA: just watched the video Foxhound put up. Based on the ambient light level in-game (no clouds, a million stars), the image should be much less grainy than in that video. The grain in that video is more of a medium to low light level.

Please understand, I don't mean to be knocking the addon, just giving some data. I completely understand that BIS has never completely had their NVD overlay act 100% accurately, although how the game engine handles light is so much better since A3.

Edited by gatordev

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you have test with function https://resources.bisimulations.com/w/index.php?title=Category:VBS2:_Command_Group:_System_Video_PostProcessing#ColorCorrections

you choice green color and just various brightness and contrast 0 to dark green 100%for normal vision in nvg of arma3

I was testing this mod out and seeing if I could change the color correction, but the default NVG's override any colorCorrection and setAperture when they are turned on.

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Is it just me, or does turning the sensitivity up make everything darker? shouldn't it be the other way around?

Also it seems like there is still some auto-brightness going on, even in manual settings. otherwise, my new favorite mod.

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i work in other script (95% complete)for nvg inspired by ace 2

i have same problem dark green and i see other light but i don't use the same technnics of hafm no posteffects

the hafm or my addons is good but the indirect light (lamp;Lamppostin the street) is not affected by the script sqf, darkgreen is a problem with nvg config i think

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Now all it needs it to pump up bloom a bit and maybe add a subtle blur effect and it'd be awesome. Still, the grain is a huge difference, going to check it ou!

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