Marccom 0 Posted September 19, 2008 Hi folks, i wanna make a new NVG as a HUD of the Terminator T800. i found all data sources, all configs and have concrete problemsolving ideas but nowhere the config which says the NVG to go on in green light. I need red light! and it is important that the normal NVG won't be replaced. as alternate is also possible the thermal view of some tanks, when settable in red light. Thanks a lot Marc Share this post Link to post Share on other sites
opteryx 1562 Posted September 19, 2008 I think Linker Split was working on something similar, so if you could get a hold him right now that might help, but his computer is busted at the moment so that might be a bit difficult. Share this post Link to post Share on other sites
Marccom 0 Posted September 19, 2008 Hi, i found it...sometimes i am blind. It is a RGBA-set, visible in O2 in the Texturefolders Greets Marc Share this post Link to post Share on other sites
Marccom 0 Posted September 21, 2008 i made severel tests. when i make an addonfolder, define in config as class nvgoggles, set the rest config, create a pbo...nvg is not working by pressing "N". when i update the standard nvg with some textures, no changes are visible. NVG is always lighting green though i set a texture with halftransparent red view and update the rgba-set in O2, metiones above. I dont understand this thing. Can somebody help me? Greets Marc Share this post Link to post Share on other sites
poweruser 10 Posted September 21, 2008 ARMA : CONFIGS AND SCRIPTING (addons) » NightVision colour It is hardcode in the shader performing the NVG simulation. Share this post Link to post Share on other sites
Marccom 0 Posted September 21, 2008 ooooh fine ok...then i have to take the binoculars as base. but i thought i saw somewhere an nvgaddon in grey? though, not so important, i will find a solution! Greets Marc Share this post Link to post Share on other sites
opteryx 1562 Posted September 21, 2008 http://www.youtube.com/user/linkersplit Share this post Link to post Share on other sites
Maddmatt 1 Posted September 21, 2008 but i thought i saw somewhere an nvgaddon in grey? It must have been scripted, using the setAperture command. Share this post Link to post Share on other sites
gsleighter 0 Posted September 21, 2008 Didn't the old terminator addon for OFP just fake it by making the weapon sights view the Terminator vision? I don't know how that would work now with 3d iron sights, but it looked pretty cool in OFP, from what I remember. Share this post Link to post Share on other sites
Marccom 0 Posted September 21, 2008 thanks for tips, yes it was faked by weapon sight...but that is too easy ;-)) i am working on the FLIR-thing now...but im not sure now how to manage that. how is the using of setaperture to understand? iam not getting behind it. Share this post Link to post Share on other sites
rocket 9 Posted September 21, 2008 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> skiptime(-daytime); //this skips the time to midnight, to set stable lighting conditions for Set Apeture setaperture 0.02; //This sets the aperture of the camera I made a FLIR camera using this method, and overlaying the screen with both a dialog (for buttons) and an alpha'd TV screen image (to make it pixelated) and also by using "setfocus" to blur the screen. If you are having trouble, PM me and I will send you the code and files. I can even whip up some textures for you. Share this post Link to post Share on other sites
Marccom 0 Posted September 22, 2008 Hi, thanks...good idea and your vid is quite impressive. cam view is very nice looking. I am very interested. At the Moment i have following idea: i wanna create a WeaponSlotBinocular on NVGoggles Base, but not replacing the NVG, but activated with useraction. good zoomfunction should be included. i found out that transparent redview can be combinated with NVGgoggles. I made a redtransparent view for the GatlingGun-Scope. when i turn on normal NVG the view is still red and the green is only sometimes shining a little bit through. Nevertheless i would prefer a useraction-activated redview HUD with FLIR-Function. I asked myself if it would be possible to combinate with "class MFD"?(or only possible at vehicle and Air?...soldiers get defined with "class cfgvehicles",too) For example to get a bar in it with "source="armor";" and some text lines with "source="speed";" one with "factor=1"(meters/sec); and some other lines with simple other freely chosen factors to get some dynamic changing nothing saying (:D ) numberlines in the view just like original T800 HUD. So Far my intentions and ideas. Greets Marc Share this post Link to post Share on other sites
rocket 9 Posted September 23, 2008 If I were you, I'd add a user action that executes an sqf script that: 1. Sets the apeture to 0.02 (or similiar) 2. Stores the current daytime so when they close the view mode, it goes back to normal 3. Sets the time to midnight (so aperture output is consistent) 4. Use a Cut Scene resource to create a HUD overlay I wouldn't go down the "create an object" route as that seems awfully complicated and I'm not sure why you would want too? You can apply textures to the screen as HUD elements very easily using CutRsc or TitleRsc. Â Thats how the pro's did it! Share this post Link to post Share on other sites
Marccom 0 Posted September 23, 2008 Hi, so is that possible to create an MFD for Soldier Class? 1. ok...ive seen those scripts in some adons before...F117 for example...maybe i can learn from looking the data. 2. what is the correct command for that? 3. dito 4. what the hell is a cutscene Resource? when i understand you right, you mean that i should not create a weaponslotbinocular-weapon but make the HUD over MFD config and scripts The CutRSc/TitleRSC commands i understand so far, but that are commands for the config.cpp,right?, so i am asking me how to define the textures, that should be blended in HUD. The Examples (BIS,Binocular) seem to be selections. But where are they further defined with the textures to blend in? Where are the RSC-Commands in the config...under which classes? questions over questions:rolleyes: Greets Marc Share this post Link to post Share on other sites
rocket 9 Posted September 23, 2008 First, you need to create a resource, something you want to "render" on the screen as an overlay. Normally you define this in the mission's dxt file, but I have put it in my addon config.cpp as follows: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class RscTitles { class ScreenOverlay { idd = 20000; movingEnable = true; duration = 10000; fadein = 0; fadeout = 0; name = "Screen"; class controls { ... class TVDay { x = -0.2; y = -0.12; w = 1.4; h = 1.2; type = 0; idc = -1; style = 48; colorBackground[] = {0, 0, 0, 0}; colorText[] = {1, 1, 1, 1}; font = BitStream; sizeEx = 0; lineSpacing = 0; access = ReadAndWrite; text = "\usec_b1b\textures\b1b_screen_ca.paa"; }; }; }; }; That defines the texture so I can call it using the TitleRsc command I posted earlier. When I call that, I render that resource to the screen, which I used to created a pixelated overlay on the screen (which was black and white from the setaperture command). To use the setaperture command I'd recommend doing the following: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ConsoleStartTime = daytime; skiptime(-ConsoleStartTime ); setaperture 0.02; That will then have set your screen to black and white, with a standardized level of dark and light. Then, create a title resource over the top that has all the channels filtered except red (which has an alpha). Then, presto, you have yourself a rather snazzy looking red screen. If you want, I could probably easily mock one up. You can get even fancier from there and add HUD elements to it, such as I did with my dialog. Share this post Link to post Share on other sites
Marccom 0 Posted September 23, 2008 Hi, thanks again...now it is more clear. Last question: RSCTitles is an own class to put direct in config.cpp of the unit or is it to place under another class...like "class cfgvehicles" and further maybe under "class viewpilot"? I will do some tests when i have time. Please dont think that i would not be pleased when you make the model for me...but it is very important for me to understand that thing and to learn that. I dont wanna be the human type: "Hello, please make for me...cause i wanna have this, this and this! Thanks a lot for helping! Marc Share this post Link to post Share on other sites