ProjectsWhat's NewDownloadsCommunitySupportCompany
Forum Index » S.T.A.L.K.E.R.: Shadow of Chernobyl Forum » Mod discussion
How to check whether weapon has built-in scope

« Previous 10 events | 1 2 3 4 | All Messages
Posted by/on
Question/AnswerMake Newest Up Sort by Descending
  22:29:30  12 March 2013
profilee-mailreply Message URLTo the Top
Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
Messages: 1519

---QUOTATION---
You see where I'm going with this right? I'm looking to add .ppe-based nightvision for weapons equipped with certain scopes, no offense against Meltac, but I would rather use .ppe effectors for nightvision.
---END QUOTATION---



No offense taken. What you wanna do is possible - as you already said it has even be done before by someone else

However, the reason I decided to add shader-based nightvision to scopes rather than just applying .ppe's is that I have much more control that way. First of all, you won't be able to have a .ppe effect applied only to certain regions of the screen (such as the center) while leaving the rest untouched - it's all or nothing. So it's not a good option when using Gnomus' scopes and the like.

Second, you won't be able to make your .ppe adaptive, the way I do it with my shaders, i.e. react on environmental illumination and other things and tune the effect up or down respectively - again, .ppe is just all or nothing. Also I can add some distortion or magnification regionally.

So if you're not interested in having such amount of control, a .ppe based approach surely can do what you're looking for.
  04:11:04  13 March 2013
profilee-mailreply Message URLTo the Top
FatalFunnel
(Senior)
 
On forum: 11/07/2011
Messages: 133

---QUOTATION---
However, the reason I decided to add shader-based nightvision to scopes rather than just applying .ppe's is that I have much more control that way. First of all, you won't be able to have a .ppe effect applied only to certain regions of the screen (such as the center) while leaving the rest untouched - it's all or nothing. So it's not a good option when using Gnomus' scopes and the like.

Second, you won't be able to make your .ppe adaptive, the way I do it with my shaders, i.e. react on environmental illumination and other things and tune the effect up or down respectively - again, .ppe is just all or nothing. Also I can add some distortion or magnification regionally.

So if you're not interested in having such amount of control, a .ppe based approach surely can do what you're looking for.
---END QUOTATION---



Yeah, I'm more than willing to make those sorts of compromises, my original scope textures had blacked out the periphery of vision. Your shader-based system works decently but it has this weird solarizing effect with light sources, doesn't work on static lighting (for obvious reasons,) and is a little too "clean" looking for my tastes.

My main reason for looking for a .ppe system is so that it can get washed out by light/explosions, has a grain effect, and vision can be of varying quality for the sake of game progression.

I dislike the way night vision is treated in SoC, I'm aware of the fact that in the original concepts, there were supposed to be goggles and separate NVDs for weapons, but in the final game night vision does not have any sort of weight or movement penalty by itself, and offers quite a decent FoV, that and the fact that it is almost ubiquitous for most of the suits, and even with the original night weathers it might not even be necessary.

I still await your next update.
  10:32:18  13 March 2013
profilee-mailreply Message URLTo the Top
Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
 

Message edited by:
Meltac
03/13/2013 10:33:40
Messages: 1519
No problem, just go with a .ppe based approach then, I had done that as well before moving to shaders and it worked quite fine with the advantages you describe. Either way it's better than the vanilla "NV" system.

I'm not sure what kind of solarizing effect you mean, but it might just be the effect of the adaptive residual light amplification system I implemented.

Btw, my next shader version won't have any changes regarding NV scopes as it's pretty intended as a feature release, bringing new stuff such as sun shafts, dynamic wet surfaces, visor reflections, dynamic rainbows, and lighting improvements (sorry for advertising )

Good luck with your mod!
  19:13:36  22 March 2013
profilee-mailreply Message URLTo the Top
FatalFunnel
(Senior)
 
On forum: 11/07/2011
Messages: 133

---QUOTATION---
Good luck with your mod!
---END QUOTATION---



I'll need it, I'm almost done with the update but I have a few more things to finish. Do you still happen to have the AI merge you mentioned in this thread?

https://gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=56&thm_id=18136&page=2&sec_id=16
  22:08:28  22 March 2013
profilee-mailreply Message URLTo the Top
Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
 

Message edited by:
Meltac
03/22/2013 22:09:52
Messages: 1519

---QUOTATION---
Do you still happen to have the AI merge you mentioned in this thread?

https://gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=56&thm_id=18136&page=2&sec_id=16
---END QUOTATION---



Wow, that's quite some time back! Didn't even remember I wrote that much posts here those days That was definitively in my scripting era - long time ago...

But nope, don't think I have the original source (I'd have to dig, though). Maybe ask in that thread?
 
Each word should be at least 3 characters long.
Search:    
Search conditions:    - spaces as AND    - spaces as OR   
 
Forum Index » S.T.A.L.K.E.R.: Shadow of Chernobyl Forum » Mod discussion
 

All short dates are in Month-Day-Year format.


 

Copyright © 1995-2020 GSC Game World. All rights reserved.
This site is best viewed in Internet Explorer 4.xx and up and Javascript enabled. Webmaster.
Opera Software products are not supported.
If any problem concerning the site functioning under Opera Software appears apply
to Opera Software technical support service.