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heat sensor goggles/ thermal mods?


dissentuk

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I should say so! If it doesn't use FOSE you're officially my hero.

 

Awe crap, I had to use FOSE. And I was so looking forward to being your hero. I had to use the Form List commands from FOSE to generate and keep the list of redend enemies. I sent the helmet off to a friend to test and he found some problems, so its not quite ready.

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is it going to be a full on face helmet of a pair of goggles? also, when they die will the corpses glow because that could be a major drawback at night...

 

I can make 'em any way you'd like. What would be better helmet or goggles? I was thinking to show robots a different color as they aren't so 'hot' - maybe blue would be a better color for them. I can also have dead enemies show normal. I wanted to have them fade to a normal texture, but there really isn't a function for that and I would have to script a timing function for each dead enemy and place different shaders on them at different times. That is a bit too taxing for the code I think, so dead enemies will most likely just be normal.

 

There is one problem that keep occurring. Some actors just don't respond to the "ref walk" I put a call into the FOSE people, but even if they do fix it, it will probably not be for a while. So I may have to release it "as is" knowing that on occasion some enemies just won't show red. Its too bad really. I spent two days confirming that the problem was with a FOSE command and not poor scripting on my part.

 

I'll remove the effect from dead actors and maybe make a helmet and a pair of goggles so the player can choose what to wear. Then I'll post a link somewhere and let you play with it and tell me how bad the lack of certain actors ruins the effect.

 

I also have a spawn gun (spawns enemies or friendly creatures to aid in battle - haven't decided yet) and a teleport gun - shoot your way across the wasteland.

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as a temp solutuion you could use a pair of biker goggles. there are a rew mods for goggles and a few shop mods that contain them. kika's equipment and jakes megaton survival shop both stock NV goggles. appart from that, the helmet portion of the blackwatch commander would be absolutly awesome to use!!

 

edit: just tested it. the helmet apeared on the side of my head. also, robots were showing up as the same shade.

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I knew there were some biker goggles, but i couldn't find them, until now. They are called OutfitWastelandHat03. No wonder my searching didn't find them until now. Sorry for the mixup. I had to extract the stuff for the helmet from another larger mod I created them in, and forgot a few things. So here is a new link.

 

Link removed - see end of the thread for new link to the file.

 

Please try again and let me know what you think this time....

 

For anyone who tests this out, you'll need FOSE.

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both goggles and helmet equip correctly and the functions work correctly. robots blue, organic red and in both cases they deactivate once killed. nice work.

 

one small thing that isnt a problem but is there a way to make them slightly less strong coloured. prehaps make the colour a little more see through if its possible

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There probably is a way to get the colours just right, but my lack of understanding the effect shaders prevents it. When I turn off 'inversion' I can lower the alpha levels, but then the green from the ISM blends in with the effect shaders more and makes the red become orange and the blue become purple. Here are two example pics to demonstrate. The colours are softer, but the hues have changed. The second has even less colour than the first.

 

Example1

Example2

 

If you think a variation in hue is better than too much alpha, I can do it this way. What do you think? Also, at longer distances, the actors don't stick out as well.

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