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custom scope question


BulletSix

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in scoped view?

(far more accurate description of the problem is given here:

http://thenexusforums.com/index.php?s=&amp...st&p=813060

and here

http://thenexusforums.com/index.php?s=&amp...st&p=813424

thanks Semtex for the pictures and explanation)

 

(short: in scoped view the engine "cuts off" parts of the screen from the left and right side. Kinda like looking a 16:9 movie on a 4:3 screen, only sideways.)

 

My goal would be creating a knd of "ironsight" for a weapon using the actual weapon model, thus simulating a scoped view.

Before you utter your doubts, its basically working ... the biggest problem are the mentioned side-panels described in the links above.

 

The mask is not part of the used .nif file (at least no part i could identify ^^)

anyone any idea how this could be solved?

 

Greetings

BulletS

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yup many of us have tried but none have succeeded in removing those side panels.

 

worse yet is that any mesh you throw in your scope NIF file seems to be by default set to No lighting, which means it wont receive illumination from the surroundings...

 

if you can figure out a way around that, more power too you...

 

the 'side strips' seem to be hard coded into the game, we arent really sure why, its totally ridiculous and stupid... but if you can bypass it somehow with a script or something, that would be neat..

 

I already tried lots of variations of custom scopes but for now that sits on the backburner... scopes in this game are crippled, they really had no idea how simple the idea of a scope could be and I suppose mucked it up with some kind of lame overlay that occludes the sides of the screen /cry

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hmm ... its blocked from viewing atm.

 

but if that is the pistol-ironsight mod, its a different approach.

As far as i understood he shifts the "holding point" (the hand) while aiming/zooming to a position where the sight of the gun model match the aimpoint-cursor. An overall change/mod.

 

The method i tried (no i am not saying this is originally my idea ;) ) was to use a scope-nif basically consisting of the gun model. A method that would need a seperate "scope"-nif for each gun an could be impractible for pistols due to the visible part of the hand. (Although creating the "scope"-nif is done in few minutes with nifscore, if you have the gun model ready and textured)

But unless there's a way to get rid of the "sidebars" thats too ugly to continue ;9

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Holy crap! why didnt i think of that, instead of trying to crack open the Scope nif functionality and figure out why it does what it does, this guy thinks outside the box and re-tunes the camera to look down the sights. Simple, elegant and brilliant!

 

hmmmmmmmmmmmmmm....

 

very very encouraging. Week after next should be my scheduled down time from hectic work schedule so that will be my mod week :) Ill DEFINATELY look into this new discovery. I feel excited!

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