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bravo 6

Night Vision Goggles, FULL SCREEN

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In OFP we could have the Night Vision Goggles in full screen but in arma i did not see it yet.

For those who don't know its the same thing that happens when we are spectating the game with NV on. You can see the full screen with nv instead just the circle that cut alot your view and destroys the fun, IMO.

Can anyone pleased inform me where i cant get it?

i tryed the search but i found nothing in concrete.

much appreciated.

smile_o.gif

EDIT: Thanks for Synide we have, fullscreen NV & big compass (112kb = 2mb decompressed) ...in less than 10mins

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I think this has been modded in to replicate the one NV eye piece in the middle. Although I do remember OFP when the whole screen would fill, but perhaps this is more realistic? smile_o.gif

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The only time i remember full screen NV's was with the ECP mod for ofp when u could pick 4/5 types of view.

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I can't remember full screen NVG in OFP:R. And I can't remember full field of view with NVGs for real.

So whats the point...?

Getting the bonus and not paying for the packet...?

That would just destroy the fun...! biggrin_o.gif

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Getting the bonus and not paying for the packet...?

what you mean?

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Getting the bonus and not paying for the packet...?

what you mean?

He's saying that he believes it's more realistic and balanced to have the closed circle.

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you have to create an addon.

the files you want to play with are 'optika_night.p3d' and 'nightvisiontl.paa' from the weapons.pbo.

essentially just a quick reskin of the nv's and a quick config...

I've made NV's full screen for our mod as i believe that it provides better immersion.

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im sure there will be an other option instead of having a 250mb addon just to have full NVgoggles.

any ideas how have a Full NVgoggles instead replacing the textures and cpbo the hole weapon.pbo, (250mb)?

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Guest Ti0n3r

FDF mod had this. I never liked it, feelt a bit unrealistic. ArmA does it good enough for me

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ya joking right?

'optika_night.p3d' is about 2kb, the texture is about 1.3Mb and a config would be about 30 lines of text, all up it'd be under 1.5Mb. And, would take about 10 mins to create.

@Ti0n3r... 'unrealistic' is looking at a 2d simulation of a semi-realistic virtual environment. with no perihipheral vision or aureal senses. so to conpensate for the lack of immersion... having full-screen NV in the J on OFP on a 19" gave more of a sense of being 'in' the environment than with the restricted fov - one could discuss infinitum the merits or lack thereof of fullscreen NV but at the end of the day it's subjective and pointless, as it's a game.

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ya joking right?

'optika_night.p3d' is about 2kb, the texture is about 1.3Mb and a config would be about 30 lines of text, all up it'd be under 1.5Mb. And, would take about 10 mins to create.

I would like to see this done, if its so easy.. i tryed my self.. im still working on it. So far i can replace old texture with new and cpbo it again, having the 250mb. (thats not news around here)

I don't want to touch the weapons.pbo, and i dont want to have a 250mb to be loaded just to have the big NV.

Instead would like to creat a small addon, like was mentioned (1.5mb) just with full NV view and maybe a more realistic and usefull compass. The one that we once asked BIS to implemente in ARMA.

@Ti0n3r... 'unrealistic' is looking at a 2d simulation of a semi-realistic virtual environment. with no perihipheral vision or aureal senses. so to conpensate for the lack of immersion... having full-screen NV in the J on OFP on a 19" gave more of a sense of being 'in' the environment than with the restricted fov - one could discuss infinitum the merits or lack thereof of fullscreen NV but at the end of the day it's subjective and pointless, as it's a game.

I agree with this point of view. There are more things that we should consider to be more realistic instead of a 2d view tounge2.gif bah!

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fullscreen NV & big compass ... less than 10mins

thank you! smile_o.gif

What program did you use to make compass bigger?

I ask this beacuse i want to put compass alittle to the left side, and maybe reduce it alittle bit.

I have another question that i think its usefull ingame: Is it possible to keep binoculars when calling compass?, ie, using binocular and call compass without removing the binoculars, having both in same time.

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Quote[/b] ]What program did you use to make compass bigger?

nothing, just increased the standard BIS one with a 'scale' factor... so altered the config - open it and see...

yes, i think you can move the compass around and change it's orientation, having played with those settings at all... go for it.

as far as having bino's and the compass up at the same time... haven't tried playing around with that... my gut feeling would be 'no' you wouldn't be able to have bino's and the compass at the same time. i'm sure you could alter the bino's to have the rotating direction ui feature that one sees when they are in a vehicle though - again haven't played round with it.

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as far as having bino's and the compass up at the same time... haven't tried playing around with that... my gut feeling would be 'no' you wouldn't be able to have bino's and the compass at the same time. i'm sure you could alter the bino's to have the rotating direction ui feature that one sees when they are in a vehicle though - again haven't played round with it.

i saw this happen, its possible. Well at least it was possible in OFP.

They used binos and compass at the same time..

It should be possible in ARMA too!

i just don't know how, we need a clever mind like yours! wink_o.gif

EDIT:

compass config.cpp

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">//Class config.bin{

class CfgPatches

{

class aawUI

{

units[] = {};

weapons[] = {};

requiredVersion = "1.05";

requiredAddons[] = {"CAUI","CAFonts"};

};

};

class RscObject;

class RscCompass: RscObject

{

scale = 0.60;

};

class RscDisplayMainMap

{

class objects

{

class Compass: RscObject

{

scale = 0.65;

};

};

};

class CfgInGameUI

{

class Compass

{

texture0 = "aawUI\textures\radar_compass1_ca.paa";

texture90 = "aawUI\textures\radar_compass2_ca.paa";

texture180 = "aawUI\textures\radar_compass3_ca.paa";

texture270 = "aawUI\textures\radar_compass4_ca.paa";

};

};

//};

What codes must i input in the config.cpp to put the compass on the left side? huh.gif

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extract the contents of ui.pbo... un-rapify the config.bin to a config.cpp text file, open it and look for the classes...

'class RscCompass'

and

'class Compass' of the 'class RscDisplayMainMap' class.

replicate some of those class parameters over to your 'new' compass config and play around with in x, y, and z values etc.

btw... the 'config' you posted... at the bottom... the reference to 'CfgInGameUI.Compass' class has nothing to do with the round compass you see when you press 'K'... those are just re-skinned texutres of the little compass thingy you see when you jump in a vehicle.... instead of 'white' i made them 'yellow'.

as i said... haven't played around with anything more than just making it bigger (as it was annoying the shit out of me!wink_o.gif

but you should have enough to 'go on with' ? ya?

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ok, im looking into it atm.

what about that binocular + compass at same time, any news abou how to do it?

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sorry, don't have time atm to look in-depth at that.

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Thanks Synide for helping out. The small compass was a pain in the behind.

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dont know if anyone interested but with the help of Synide, im looking into the compass position when we call it.

IMO it would be better not on the center of the screen. Im going to move it to the left and down, and ill make it big abough to see the numbers. Im also rotating it so theres one part of the compass that doesnt make much sense once we have it on the left side.

Any feed back where the compass should be, is appreciated.

i got a good position to the compass

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class RscCompass: RscObject

{

direction[] = {-1.80000,10.00000,10.000000 };

up[] = {0,1,0 };

positionBack[] = {-0.025400,-0.020000,0.070000 };

scale = 0.450000;

};

compass_small.jpg

1024x768

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shrink the compass and eliminate the flip open portion obscuring the view and I'd use it!

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that looks good bravo 6, nice job.

thanks for posting the param's you used.

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dont know if anyone interested but with the help of Synide, im looking into the compass position when we call it.

IMO it would be better not on the center of the screen. Im going to move it to the left and down, and ill make it big abough to see the numbers. Im also rotating it so theres one part of the compass that doesnt make much sense once we have it on the left side.

Any feed back where the compass should be, is appreciated.

i got a good position to the compass

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class RscCompass: RscObject

{

direction[] = {-1.80000,10.00000,10.000000 };

up[] = {0,1,0 };

positionBack[] = {-0.025400,-0.020000,0.070000 };

scale = 0.450000;

};

compass_small.jpg

1024x768

Looks good bravo, where do I place the code?

Folders, filename, etc..

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