PAPVAFS11 Posted August 26, 2022 Share Posted August 26, 2022 I was unsure of the right search terms to put in, so I decided to post this. I'm trying to add some effects to gas masks and eyewear in my mod to make them feel better. I've already figured out how to use imagespace modifiers to add simple tweaks, but I want to add dark edges to the screen to better simulate the constrained field of view. I can only find blurring effects and screen-tinting stuff in IMODs, so I decided to ask here. Does anyone know how to apply a texture to the player's view? Link to comment Share on other sites More sharing options...
hereami Posted August 26, 2022 Share Posted August 26, 2022 (edited) Look at PowerArmorVisorGlassVFX [RFCT:00021B44] , unfortunately it is solid and unusable by itself, but principle seems be that - camera attachment, would need to create a proper object somehow. Yeah, worhy idea, that aways bothered me that gas masks don't obstruct your view in 1st person, at least in a primitive way like binoculars/scope view, just not right, but possibility seems be there. Guess Metro does that, too bad is not implemented in every game. IMAD has Vignette fields under DoF, but you gotta find out what is usable magnitude range for Strength and Radius. Actually funny, i'm using a mod which hides detection indicator at top [Caution etc.], and now am missing one of most hated features in Cyberpunk - sneaking vignette. Edited August 26, 2022 by hereami Link to comment Share on other sites More sharing options...
hereami Posted August 27, 2022 Share Posted August 27, 2022 (edited) Oops.. That's not a proper dark Vignette, but just blur. Now i have the same question, how to darken the corners? Well, though maybe very strong blurry vignette could do in worst case. Hm, but looking from another side, maybe it's even more realistic (at least for sneaking, which is my interest)? Edited August 27, 2022 by hereami Link to comment Share on other sites More sharing options...
Zorkaz Posted August 27, 2022 Share Posted August 27, 2022 Not a proper answer but a possible hint?: Scopes are using .swfs (Flash files). So they inherit their graphics from such a file. Maybe you create a .swf and import it somehow Link to comment Share on other sites More sharing options...
hereami Posted August 27, 2022 Share Posted August 27, 2022 (edited) Guess problem is how to attach it to player view. Guns do so by Zoom data. What about armor addon, there can be separate 1st person model. Curious, but most probably, assigning regular GasMask World model won't be good, glasses aren't even transparent. Hm, Flight Helmet maybe to try, will the corresponding part of model appear on screen in front of face? Or just reading glasses. ps. Nope. Doesn't work for existing models. But actually why and where are the eyes then in first person? This would be the best method. ps2. Neither gives any result attaching armor model to camera as RFCT, probably it's hanging somewhere high above because node is tailored for a corpse. Very sad, nothing fits. But at least i've finally tried. Wait.., there is also inventory model left to try, should have center of mass somewhere inside unlike as for armor. Edited August 27, 2022 by hereami Link to comment Share on other sites More sharing options...
PAPVAFS11 Posted August 28, 2022 Author Share Posted August 28, 2022 (edited) I've found most of a solution through the use of visual effect objects linked to scripted magic effects and enchantments, but it's imperfect. There's a noticeable jitter in the attached object when moving the camera around. I'll need to investigate more before I can say anything with confidence. Edit: Scratch that. View models for weapons and other items render in front of the object. I don't think this method will work for the intended purpose. Edited August 28, 2022 by PAPVAFS11 Link to comment Share on other sites More sharing options...
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