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doc. caliban

Panoramic Nightvision - GPNVG-18

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Hello,

I created a mod for the old, original Ghost Recon which mimics these modern, 4-tube, panoramic night vision devices.

I suspect that it would be easy to do for ARMA III as well, as it's probably only a mask, but I have no idea how to do it. Modeling a matching headset is another thing entirely, and definitely way outside of my skill set.

I'd love to at least have the mask if someone could create it! (Or just give me concise instructions for which files need to be edited, and exactly which tools to use.)

Info about the GPNVG-18

Screenshot from the site:

http://i.imgur.com/Ybnq3zh.jpg (141 kB)

- Doc

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Being done already, look at the SOC mod. although they're still sketchy on release details so if you want them sooner.... I suggest doing them yourself or waiting patiently...very patiently.

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Being done already, look at the SOC mod. although they're still sketchy on release details so if you want them sooner.... I suggest doing them yourself or waiting patiently...very patiently.

I'd be happy to do the mask myself ... as a "function over fashion" guy, it wouldn't bother me at all that the model doesn't match.

Do you happen to know:

1. Where the mask file is?

2. Where I can get the most current Photoshop plugin for the image format?

Thanks!

- Doc

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the Paa plugin for arma 1 still works with arma 3, i use it all of the time.

http://www.armaholic.com/page.php?id=411

otherwise i'd recommend you save the mask as a jpeg or a tga and then save it as a .paa with texview, it takes less time and causes less glitches.

however i think, stress THINK, the night vision is scripted, but check the Data_f.pbo there could be a mask in there, there are a couple of optics masks, but i think that's primarily weapon optics.

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the Paa plugin for arma 1 still works with arma 3, i use it all of the time.

http://www.armaholic.com/page.php?id=411

otherwise i'd recommend you save the mask as a jpeg or a tga and then save it as a .paa with texview, it takes less time and causes less glitches.

however i think, stress THINK, the night vision is scripted, but check the Data_f.pbo there could be a mask in there, there are a couple of optics masks, but i think that's primarily weapon optics.

Thanks for the info! I'll have a look at it sometime this weekend and will report back here.

Thanks again,

- Doc

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Any Image files you do in PS save as | .tga | Then simply drag and drop the .tga into such programs as TexView2 or ImageToPAA and save as | .paa |

Side Note | To my understanding the night vision you seek when applied will increase your FOV. So simply changing the standard Night Vision black overlay will not be giving the goggle the true function you wish. I personally would not be able to tell you how to change the FOV with coding so that you will have to figure out. What I can tell you is that the Green "Overlay" is actually part of the engine so getting that to work is pretty simple. I suggest looking at the Night Vision Goggle config. I believe it is in Weapons (Someone correct me if i'm wrong).

-Raid

Edited by Raid

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@Raid

You are correct on the location of config NVG source. It inherits from the Binocular class. Perhaps you could modify the Binocular class values, such as opticsDisablePeripherialVision=0, maybe play with the opticsZoomMin and Max to get the actual affect, then apply your mask. Not sure if it would work

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@Raid

You are correct on the location of config NVG source. It inherits from the Binocular class. Perhaps you could modify the Binocular class values, such as opticsDisablePeripherialVision=0, maybe play with the opticsZoomMin and Max to get the actual affect, then apply your mask. Not sure if it would work

It would of coarse have to be it's own mod to either 1. Overwrite the original NVG's or 2. Make new NVG's.

@Warlord if what you say is true about the opticsZoom @Doc should be able to use such commands as

initFov = "(36 / 120)";

minFov = "(36 / 120)";

maxFov = "(36 / 120)";

Hopefully this helps you Doc.

-Raid

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I have not had a chance to look into doing this yet, but I really do appreciate all of the replies.

For Ghost Recon it was simply a matter of changing the shape of one graphics file that served as the mask over the NV visual effect. I changed it so that it looked like the three overlapping circles that are shown on the product's webpage. They aren't perfect, but what a difference they make in the game.

Looks like it may be a bit more involved with ARMA 3, but I will definitely have a go at it sometime this week.

Thanks again,

- Doc

Edited by Doc. Caliban

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