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Neviothr

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Posts posted by Neviothr


  1. Well, looks like I've reached another wall here. As seems that using the above config to create more then one NVG device isn't working.

    The next only replaces the default, sand colored, BLUFOR NVGs with a one that's called Custom NVGs.

    class CfgWeapons {
        class Binocular;
        class NVGoogles
        {
            class cx_pvs14 : NVGoggles {
                author = "cx64";
                modelOptics = "\cx_nvg\onetube";
                displayName = "PVS-14";
                Scope=2;
                ScopeCurator=2;
                class ItemInfo
                {
                    mass = 1;
                };
            };
    
            class cx_pvs15 : NVGoggles {
                author = "cx64";
                modelOptics = "\cx_nvg\twotube";
                displayName = "PVS-15";
                Scope=2;
                ScopeCurator=2;
                class ItemInfo
                {
                    mass = 1;
                };
            };
        };
    };
    

  2. AFAIK and remember it's not all about the "model" but even the texture related. 

    I'dont really know what you want to do but I think it's just 2/3 layers ( rectangular shaped)  that makes an overlay on screen.

    You maybe have to change only textures of it.

     

    Yeah I've already figured it out.

     

    Download said template from ACE3's Github >> Open it with Oxygen 2 >> Tools >> Mass Texture & Material renaming... >> Select the file from the list that has a .paa extension >> Rename selected file to name of your .paa file (which is the overlay), make sure you actually place the file in your mod folder, give it a proper extension in the list, and a proper path.

     

    On a side note, here how to get the proper size of the hole on the overlay:

    For the sake of this example I'll using Paint.NET, a 1920x1080 monitor, and 4096x4096 .paa/.tga file. The principle should be the same for every image editing program, monitor resolution and .paa/.tga file resolution. Also, I'd recommend not saving your .tga until you're done editing.

    Onward...

     

    Open your image editing program and create a new file with the size of 1920x1080, use the brush or paint bucket tools in order to paint the whole image black. Select your eraser tool and (at least in Paint.NET) make the anti-aliasing is enabled for it, also make sure the tool's hardness (higher hardness means shorter transition from deleted [nothing] to black) is set to about 95%. Delete the areas in your image through which you'd like to be able to look while using your NVGs. Then, resize the image to 4096x4096, note: some programs such as Paint.NET allow to change only the canvas size with out changing the current image's size - don't change the canvas' size, change the image size. Save the image as .tga. Open said image with TexView2, and save it as a .paa. That's it.

    • Like 2

  3. Basically I'm trying to replace the overlay that appears on the player's screen when he uses night vision goggles, I've found 2 unbinarized .p3d files that I can edit/use as a template (one with the help of Jackal326); one is from ArmA 2's sample models and the other from ACE3's GitHub repository. I open them up just fine with Oxygen 2 or Blender (using Alwarren's Toolbox), but I have no idea where to go from there, I've never created or edited any model in any game. Can someone please help me out here?

     

    Thanks.


  4.  

    Possible starting point:

    h = [] spawn {
    	PICTURE = "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_unbind_ca.paa";
    
    	with uiNamespace do {
    		TAG_Picture = findDisplay 46 ctrlCreate ["RscPicture", -1];
    		TAG_Picture ctrlSetPosition [0, 0.8, 1, 0.2];
    		TAG_Picture ctrlCommit 0;
    	};
    			
    	findDisplay 46 displayAddEventHandler ["KeyDown", {
    		params ["_control", "_key", "_shift", "_ctrl", "_alt"];
    			
    		if (_key in (ActionKeys "NightVision"))  then {
    			(uiNamespace getVariable "TAG_Picture") ctrlSetText (["", PICTURE] select (currentVisionMode player isEqualTo 0));
    		};
    		false
    	}];
    };
    

     

    Tried the above, nothing was displayed.


  5. Hello! sorry for the gravedigging , i need your help... I've made a PVS5A model for CWR2 and i was tryin to put this NVG in game.

     

    I've done this config file based on what as been written here:

    class CfgNonAIVehicles {
    	class ProxyGoggles;  // External class reference
    	class ProxyBysta;
     	class proxyPVS5A : ProxyGoggles {
    	 	model = "\beppe_mod\proxies\nvg\pvs5a.p3d";
    	 };
    };
    //If you made you own NVG model, you must make it a weapon to assign it to your units.
    class CfgWeapons {
    	class Default;
    	class Binocular;
    	class NVGoggles;
    	
    	class PVS5A : NVGoggles {
      		displayName = "PVS5A";
    		nameSound = "nvgoggles";
      		simulation = "NVGoggles";
      		showEmpty = 0;
      		muzzlePos = "usti hlavne";
      		muzzleEnd = "konec hlavne";
      		value = 5;
      		opticsZoomMin = 1.0;
      		opticsZoomMax = 1.0;
    		modelOptics = "\ca\weapons\optika_night";
      		model = "\beppe_mod\proxies\nvg\pvs5a.p3dd";
      		picture = "\beppe_mod\proxies\nvg\tubo.paa";
      		class Library  {
       			libTextDesc="Night vision goggles are intended for observation and terrain orientation at night. They work by intensifying the already available light in conditions of low illumination using, for instance, light from the moon or the stars.";
    	      };
      			descriptionShort = "PVS-5A";
     	};
     };

    It doesn't work and i dont understand why. 

     

    In game it shows the default NVG, even if i try  removeallweapons this; this addWeapon "PVS5A" . 

    It gives me the error "bin/config.bin/cfgweapon.PVS5A not exist".

     

    Any tip?

     

    You wrote p3dd instead of p3d.


  6. I'm trying to replace the lens on the night vision devices with a smaller one, a smaller hole to look through if you will. Currently, I have the next, it creates a set of NVGs, with the default, sand colored model, but every time I equip them in I get an error along the lines of object lens.paa couldn't be loaded.

     

    On a side note - the .paa file was taken from another mod, converted into .png using TexView, edited, and then converted back into .paa using - again - TexView.

    This is how the config.cpp looks like:

    class CfgPatches
    {
    	class cx_nvg
    	{
    		units[]={};
    		weapons[]={};
    		requiredVersion=1.0;
    		requiredAddons[]={"A3_Weapons_F"};
    	};
    };
    
    class CfgWeapons
    {
     class Binocular;
     class NVGoggles
     {
      displayName = "Custom NVGs";
      modelOptics =" \cx_nvg\lens.paa";
      class ItemInfo
      {
    	mass = 1;
      };
     };
    };
    

  7. For me, buying Apex was like buying Operation Arrowhead. Eventually, a lot of mods, maps and scenarios will depend on the Apex expansion, with time it will become a mandatory purchase in order to get the full experience. Unless you want to have an experience similar to that of trying to find community created content only for Operation Arrowhead or ArmA 2... 

    • Like 1
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