Editing the weapon scope view .nif files

Post » Thu Oct 07, 2010 10:55 am

So not too many people are running ATI's new-ish Eyefinity display with Fo3, so this may not be a very familiar problem to anyone...

As it turns out, vanilla (and modded) weapon scope views do not display properly in Eyefinity. Widescreengamingforums.com has little to no information regarding this issue, other than "maybe FoVegas will have full Eyfinity support." ...so here I am trying to mod up a fix for it myself.

I *think* that I have determined that the problem lies with how the .nif files used by the scope view are set up. If you go into the GECK and leave the field under "has scope" blank, you still get the zoom factor intended for that particular scope, but without the scope overlay. Doing this displays the zoom exactly like it would with a weapon without a scope, just at a higher zoom level (i.e. lower FOV value).

My theory then, is that the solution lies within making/editing a .nif file that is called on by the scope function that is formatted properly for screen resolutions such as 4320 x 900. I'm not totally sure that there isn't some other technical issue with Eyefinity that causes the scope .nif to not function properly, but this is my best estimate for how to start solving this problem.

I have opened up the vanilla .nif files for the scope view, and have absolutely NO idea where to begin. I'm reading up and going through the common nifskope tutorials that are out there, but for the most part, the scope .nifs are so different from your usual weapon/armor .nif files, that i'm not really seeing the relationships between the types of .nifs.

I'm gonna start messaging everyone who has put up scope-oriented mods, and see if their expertise can get me started in the right direction, but in the meantime, if anyone reading the forums has experience with these kinds of .nif files, or can offer any clues towards the solution, i'd love to hear it. Getting this fixed would be awesome for everyone using Eyefinity.
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dell
 
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Post » Thu Oct 07, 2010 1:47 pm

nifs are just nifs to me(nearly). scope1.nif is made entirely of just basic and the most common mesh block. you just edit it the same as any mesh.

perhaps you should mention what you want/ how you want to edit it/ or theory for the issue. and then perhaps sollutions will start coming. as it is all I know is you want to manipulate scopes, but how and to what?
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Yvonne
 
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Post » Thu Oct 07, 2010 6:06 am

nifs are just nifs to me(nearly). scope1.nif is made entirely of just basic and the most common mesh block. you just edit it the same as any mesh.

perhaps you should mention what you want/ how you want to edit it/ or theory for the issue. and then perhaps sollutions will start coming. as it is all I know is you want to manipulate scopes, but how and to what?



yes, clarification is in order. Wish I could get some....

so the problem is, that when running Eyefinity (3-screen continuous display), the scope view does not display properly. Like REALLY not properly...unusable, in fact.

I'm *hoping* that the problem is somewhere in the .nif files, as far as how it was created for standard screen resolutions and now has to get translated to eyefinity resolutions (im running fo3 in 4320x900).

The reason i'm thinking a properly formatted .nif will be the solution, is that by not loading any .nif AT ALL when right clicking for the scope view, you still get the zoom factor for that scope. The zoom factor is determined by a separate setting however.

I'm thinking along the lines of changing the size of the scope overlay to fit properly in the high rez format.

It may not be that simple, however, and the game engine just isn't written to display the scope view across a continuous 3 screen display. Whatever mechanics happen behind the scenes when you check the "has scope" box may be the real determiner here...i just don't know yet.

maybe some screen shots are in order to fully illustrate the effect..BRB...
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Farrah Lee
 
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Post » Thu Oct 07, 2010 10:13 am

Here is an example of what the default scope view looks like when running Eyefinity. I'm using Atlanticmongrel's Binocular mod in this shot, which has the same functionality as vanilla scopes. The little floating things in the center viewfinder are the hair models on the npcs in the view. You can also see the water in the cell, the outlines of particular static models, and some animated havok effects. Nothing else is rendered in this view.

http://i709.photobucket.com/albums/ww95/sabat9/ScreenShot1-1.jpg


This is a shot of the view when I remove the path to the scope view .nif. It's just like zooming with a non-scoped weapon, but to the full level of zoom set for whichever scoped weapon you are using. This shot is relevant in that it illustrates the separation of the two functions used by scoped weapons...the .nif it refers to, and the FOV setting, which determines the zoom amount independent of the .nif file.

http://i709.photobucket.com/albums/ww95/sabat9/ScreenShot0.jpg


hope this helps explain what I'd like to attempt here.
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Veronica Martinez
 
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Post » Thu Oct 07, 2010 6:53 am

2 issues I see. eyefinity doing that binocular view thing to the scope. and for some reason the alpha is bugged. the first- I don't know whether re making a wider screen version of the scope would help. the scope is all set up with vertex colors playing a roll in simulate the depth of view effect, as well as a texture. so you probably have to take that into account if atempted. (edit duh. skipped reading binocular mod!! lol, so scratch that problem :))

the 2nd, well the alpha should work as it is. not sure why that is happening in the first place. You could try different alpha flags(I see a whole bunch of different ones, and a couple I never used), it may have a chance of working. the first thing I would do, would be copy the scope nif and delete everything besides 1 of the mesh planes, and see what it looks like ingame with a few alpha setting. if you get something, then you may be able to solve the alpha by reconstructing your own scope, and in the process narrow what alpha setting is bugging out on you. for alpha flags try 4845, 4844, 4333. if nothing is going on at that point, I think you are screwed no matter what, and its all up to eyefinity.
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Marguerite Dabrin
 
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Post » Thu Oct 07, 2010 1:49 am

super reply, man. thanks.

I was thinking along the same lines, about doing a process of elimination on the different elements.

alpha channels is a good lead.

I'm on it.
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remi lasisi
 
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Post » Thu Oct 07, 2010 9:06 am

well, I started with what you could call "reverse process of elimination" and removed ALL the blocks from the .nif using nifscope, and checking out the scope in-game. The display problem is still there even using this "blank" .nif to test. I did get the red exclamation point along with the eyefinity problem, which leads me to believe that it doesn't matter what the properties of the .nif are. Eyefinity will not display the scope view properly.

I'm now fairly confident that the problem is due to the game engine not jiving with eyefinity, and cannot be resolved with the modding tools available to us.


In effect, blanking the field in the GECK which points to the weapon's scope .nif seems to be the only playable workaround for this issue, guess it's better than nothing!
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[Bounty][Ben]
 
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