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3d scopes?

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philip92dk
Posts: 43
Joined: Thu Dec 27, 2012 1:44 am

3d scopes?

Post by philip92dk » Fri Nov 07, 2014 1:28 pm

Would it be possible to make 3d scopes like they are in Red Orchestra 2 ? http://i995.photobucket.com/albums/af73/Flogger23m/rogame2013-05-1609-48-20-84_zps18cc7b01.jpg I've always preferred this to the system that most games use now, im am wondering if someone could possibly add this to New Vegas?



Gribbleshnibit8
Posts: 481
Joined: Sun Nov 04, 2012 2:06 am

No.

Post by Gribbleshnibit8 » Fri Nov 07, 2014 5:34 pm

No.


Edit: To clarify my answer. I was saying that it's not possible to make that exact type of scope, with the inner zoomed area and outer regular view. Not that the idea behind it is impossible.



philip92dk
Posts: 43
Joined: Thu Dec 27, 2012 1:44 am

why not?

Post by philip92dk » Fri Nov 07, 2014 9:02 pm

why not?



C16
Posts: 76
Joined: Sat Sep 06, 2014 5:13 am

It is possible, without the

Post by C16 » Fri Nov 07, 2014 9:12 pm

It is possible, without the magnification. Although I'm pretty sure you could somehow make a script so whenever you aim with said weapon in this formlist it will add some sort of blur imagespace modifier. It would also work really nice with the FOV change, which could act as magnification. 


I might have contradicted myself there...



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

If you look at the image

Post by JaxFirehart » Fri Nov 07, 2014 9:55 pm

If you look at the image attached, the image in the scope is enlarged whereas the rest of the world remains unchanged. The ONLY way to do this would require access to graphics functions, which we don't have.


 


Maybe some sort of trick with the model itself is possible, but I don't know that side of things and my instinct is no.



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LT Albrecht
Posts: 182
Joined: Wed Sep 19, 2012 8:50 pm

JaxFirehart wrote:

Post by LT Albrecht » Fri Nov 07, 2014 10:09 pm

[quote=JaxFirehart]


 


If you look at the image attached, the image in the scope is enlarged whereas the rest of the world remains unchanged. The ONLY way to do this would require access to graphics functions, which we don't have.


 


Maybe some sort of trick with the model itself is possible, but I don't know that side of things and my instinct is no.


[/quote]


It's not something Gamebryowas built to do. Even if you somehow made the scope lens a 3D model of the scope with reticule inside etc you'd still have the problem that the entire screen is magnified. you could fake something similar but you can't actually get the game to do this.


trollolololololol





 



Alexcroww
Posts: 104
Joined: Fri Nov 08, 2013 1:51 am

If I understand well: it is

Post by Alexcroww » Sat Nov 08, 2014 3:46 pm

If I understand well: it is impossible to to zoom inside the scope and let the rest of the screen unchanged. 


Is it possible to replace the black around the scope to a very blurry scene instead?



User avatar
LT Albrecht
Posts: 182
Joined: Wed Sep 19, 2012 8:50 pm

Alexcroww wrote:

Post by LT Albrecht » Sat Nov 08, 2014 4:25 pm

[quote=Alexcroww]


 


If I understand well: it is impossible to to zoom inside the scope and let the rest of the screen unchanged. 


Is it possible to replace the black around the scope to a very blurry scene instead?


[/quote]


I want to say yes, I think it is. However you do also need to do something odd with NVSE (something like setfscopescissoramount? I forget) or there will be bars down each side of the screen the game doesn't bother to render because it thinks you can't see them. Apart from that yeah I think it'd be possible, just have the black overlay replaced with a flat image of the back end of your scope surrounded by a really blurry texture.


trollolololololol





 



Alexcroww
Posts: 104
Joined: Fri Nov 08, 2013 1:51 am

i changed the alpha channel

Post by Alexcroww » Sat Nov 08, 2014 5:48 pm

i changed the alpha channel on a scope texture to be transparent.


There are still black bars at the right and left of the scope.


Tried fScopeScissorAmount=0 or -x, No change.


Can we get rid of those lateral black bars?



philip92dk
Posts: 43
Joined: Thu Dec 27, 2012 1:44 am

damm if only we had the

Post by philip92dk » Sat Nov 08, 2014 11:05 pm

damm if only we had the source code. thanks for give me a good answer



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