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#1 Posted at 2016-01-20 14:14        
     
Hi all !

I've a project for me and my team, and if it's valuable I will release it for the public community.

There is kinda lack of light in Arma 3. Vanilla's flashlight are really weak, modded ones are good but are side-rail accessories, which force you to stay in an aggressive and tiring stance.

So I got the idea of making a lamp that you can mount on the attach of helmets, just as NVG do. But the more I dig into modding forums, the more I'm desesperate. I can't find any guide to understand how NVG are working, and how I can hijack this behaviour in order to create a light source instead of applying the night vision filter.

3D model is almost done by someone of my friends, and light source code is ok, I can search and understand how all this work, I've already worked with it a little bit. But I cannot find anything on how NVG are working and how I can change the default behaviour.

I think that I'm trying to innovate, dudes *DONT_KNOW*

I hope that onto this great modding platform I will find some answers ! Do anyone have an idea ?
Thanks a lot for any answer, and sorry for my approximate english, I'm french :)

Cheitan


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#2 Posted at 2016-01-22 06:40        
     
are you trying to find how an item can be placed in the NVG slot? or something else? I'm a little confused.


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#3 Posted at 2016-01-22 11:08        
     
Mh, if being in NVG slot means to be able to have a particular behaviour when typing on the N key (or whatever you configured in your game options), yes that what I'm searching for. And also where and how to define this particular behaviour happening on pressing the N key.

I may not be very clear. What I want to build is a headlamp that you can find in the virtual arsenal in NVG slot. But I want this lamp to create a light source instead of providing the NV view, when using the N key, do you understand ? :-)


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#4 Posted at 2016-01-22 14:31        
     
I'd reccommend taking a look at one of the mods that allow eyewear and masks in the nvg slot (which don't have nvg functionability) then set up a assignable key (N) to spawn a light source on the 3D model


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#5 Posted at 2016-01-22 17:57        
     
Masks in NVG slot ? Never seen that O_o In fact that's a good idea. Do you have any examples of mods containing this type of gear ?

Then I'm gonna see by what mean I can use keys on the keyboard, sure that there is plenty of tutorials over the net to do this :-)

Thanks for you answers !


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#6 Posted at 2016-01-22 18:16        
     
TRYK for one,
possibly the hidden identities pack also.

ACE, TFAR and MRT accessory functions are all examples of mods which use custom keybinds which you can also change in the menus.


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#7 Posted at 2016-01-22 18:42        
     
Currently looking through TRYK, I was using it some months ago. What is strange is that apparently the items SHOULD have the NV behaviour. It's simply items that inherits from NVGoogles, where the model and the texture has been set in order to look like, for example, ESS googles.

The only parameter that I can see changing is modelOptics = "-".
According to the documentation : "Optic model used in game. "-" defines 3d view from the model (point "eye")."

Well I can't imagine what can be the link between this and the Night Vision behaviour O_o

EDIT : do you know what hmdType property is ?

This post was edited by Cheitan (2016-01-22 18:55, 693 days ago)


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#8 Posted at 2016-01-22 19:51        
     
I'll look into it over the next few days


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#9 Posted at 2016-01-23 11:22        
     
Ok so I had a look on the whole panoply of "NVG" items offered by Tryk, and in fact they DO have the NV function. Some are doing exactly the same thing that NVG (your view is limited in a round), some other are full-screen NVG. But all have the NV function.

In my opinion it's obviously linked to the fact that all items are inheriting from "NVGoogles", and NV functionnality is probably defined in this class.

The other possibility is that the NV behaviour is not defined in any class but is inherent to the slot (code 616 if I remember well). But I don't think it's true because there is different types of NVG. For example in Tryk there is "normal" NVG (round-limited view), and there is full-screen NV view. In Ace mod there is different qualities of NVG (from 1 to 4) and each one have a different NV filter. So it's obviously possible do redefine it, to modify it. But where and how, that's the question. :-)


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#10 Posted at 2016-01-25 23:11        
     
No progress ! If anyone have an idea to make it go further, it would be great ! I cannot even locate where 'da fuck is defined the NVG behaviour. As a memory, we do have the following tree :

Binocular > NVGoggles > WhateverNVG

But I cannot find any reference to any particular behaviour in any of these classes.


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#11 Posted at 2016-01-25 23:29        
     
This idea has been thrown out and failed many times (sorry), but I will tell you this: Stop trying to modify NVG behavior, it doesn't work as you imagine it. The NV effect is made using 2 filters, one 2D filter (The one the makes your screen round), and one 3D renderer (Every object becoming greener, the extra view distance, being able to see lasers, IR etc.). You'd need to create a (directional) light source, which would be as bad and as performance draining as every other dynamic piece of light in arma 3. Also there is no way to create directional light sources other than vehicle lights.

So, wear NVGs. If they feel to OP, feel free to use ACE3 or this mod. If you still don't want NVGs, utilize your vehicles lights, they're pretty powerful too.

Sometimes I like to think as I started the whole "earplugs" thing.

W0lle: The only advice I can give you is: Do not try to understand BI. You will not succeed and it only makes your brain go boom. I would even go so far and say that not even they understand their own actions :-D.

#define getDamage getDammage

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#12 Posted at 2016-01-26 11:01        
     
Thank you for this brief explanation of how NVG are working ! I understand a little bit better now. So I'm gonna try with other means to create this, modifying the NV behaviour seems effectively hard to manage.

the question of the light script will come in a while, as soon as I find the way I want to work (CBA key binding, user addaction, etc) but I hope I will success alone !