[REQ] Helm PoV Covers.

Post » Sat Sep 11, 2010 5:54 pm

I would also like to see a mod like this come true! Unfortunately some nice textures would be required, and my photoshop abilities are limited to cut&paste :D

But I did a 10-minute hackjob to see how it would look like: http://img690.imageshack.us/img690/3149/screenshot23h.jpg So seems like everything would stack well (thats a hud overlay texture + imagespace modifier for greenish tint)

Now some fancy FOV PA helmet textures would be nice!


Man, forget fancy, that's all I'd really want!

Do you remember in Fallout 3 previews when Todd mentioned that this feature would be included by default, that Power Armor helmets would obscure your vision? I've been disappointed ever since.
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Oyuki Manson Lavey
 
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Post » Sat Sep 11, 2010 10:40 pm

Man, forget fancy, that's all I'd really want!

Do you remember in Fallout 3 previews when Todd mentioned that this feature would be included by default, that Power Armor helmets would obscure your vision? I've been disappointed ever since.

Well ok then not fancy, but at least something with a shape that resembles a PA helmet, smoother edges and a light glass effect comparable to that of the sniper scopes perhaps.
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Pete Schmitzer
 
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Post » Sat Sep 11, 2010 9:31 pm

I have a question, would this effect custom Armour mods that doesn't use the in game helms & such?
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Lindsay Dunn
 
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Post » Sun Sep 12, 2010 4:33 am

I didn?t see this mentioned, so I?ll just throw it out - with a horrible picture that displays my artistic skills. :P


Any view looking through a narrow hole shouldn?t look the same as a photo taken through a narrow WINDOW. This is because people have stereo vision, and the eyes are close to the opening, and thus the effect is more like this:


http://img26.imageshack.us/img26/9928/fov.jpg :)



So the part of the view visible to both eyes is normal and clear, while the sides of the view are visible only to one eye (on the opposite side of the head), thus any edges around the narrow opening appear blurred and transparent, while the "half vision" you get "through" them is blurred as well.

I hope you can see what I mean from the pic. :P
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rebecca moody
 
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Post » Sun Sep 12, 2010 8:49 am

I have a question, would this effect custom Armour mods that doesn't use the in game helms & such?

Yes and no. You could use FOSEs GetEquippedObject 0 to check whether the player has equipped a helmet, and if he has then the overlay image is displayed (this would work for any helmet, vanilla or custom). The problem would be the selection of a suitable image. So you would end up with a generic default POV for all unknown helmets.
One possible solution for this would be to allow some sort of ingame configuration mode. So the player could equip a helmet, activate a configuration item, then cycle through a list of avaiable overlays and pick the one which suits best. And the refId(baseId?)/overlayIndex pairs would have to be saved somehow so the choice is remembered. This could be done with a form list for each POV style and ListAddForm/ListRemoveForm.
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BethanyRhain
 
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Post » Sun Sep 12, 2010 7:43 am

I would also like to see a mod like this come true! Unfortunately some nice textures would be required, and my photoshop abilities are limited to cut&paste :D

But I did a 10-minute hackjob to see how it would look like: http://img690.imageshack.us/img690/3149/screenshot23h.jpg So seems like everything would stack well (thats a hud overlay texture + imagespace modifier for greenish tint)

Now some fancy FOV PA helmet textures would be nice!


Now that would be pretty awesome. :O
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Philip Rua
 
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Post » Sun Sep 12, 2010 6:58 am

I implemented a framework to allow ingame selection of helmet and visor styles. So you equip a helmet, click on a < POV Config > item in your pipboy, toggle through different helmet/visor previews and then click save. your selected pov then will be applied whenever you equip this type of helmet.
The POV textures are still mainly placeholders and as I said i can't create them myself in decent quality.
I uploaded what i did so far on http://fallout3nexus.com/downloads/file.php?id=11059. This is intented as a modders resource for anyone who would like to contribute, since for now this is as far as i can go with this. To make it work, you'll have to include the helmpov.xml prefab in your menus/main/hud_main_menu.xml by adding "" at the end of the file in the line before "".
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Chris Johnston
 
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Post » Sun Sep 12, 2010 3:58 am

I implemented a framework to allow ingame selection of helmet and visor styles. So you equip a helmet, click on a < POV Config > item in your pipboy, toggle through different helmet/visor previews and then click save. your selected pov then will be applied whenever you equip this type of helmet.
The POV textures are still mainly placeholders and as I said i can't create them myself in decent quality.
I uploaded what i did so far on http://fallout3nexus.com/downloads/file.php?id=11059. This is intented as a modders resource for anyone who would like to contribute, since for now this is as far as i can go with this. To make it work, you'll have to include the helmpov.xml prefab in your menus/main/hud_main_menu.xml by adding "" at the end of the file in the line before "".

Awesome work, Shlangster!
Grabbing it now!
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Cedric Pearson
 
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Post » Sun Sep 12, 2010 4:28 am

I have a couple of questions, probably for darn :D :
1. Am i assuming correctly that the maximum number of textures is in an xml texture array is 7 (tried more but doesnt work)
2. Full screen images have a 1 pixel border around the edges. I worked around this by setting negative x/y positions and stretching it a little. is there a better way, like &YES_PLEASE; ?
3. When trying to add a glass effect to a helmet visor myself, i noticed that besides looking like crap, the glass had a green (=&hudmain;) tint. how would i remove this?

And again, a request to any photoshopper (gimp is fine too :) who would like to help:
Whats still needed are some basic textures for the helmet POV. 2048x2048, alpha layer editing only would already do to create some basic shapes.

Scripting and stuff are already done.
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Rebecca Dosch
 
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Post » Sun Sep 12, 2010 5:51 am

I have a couple of questions, probably for darn :D :
1. Am i assuming correctly that the maximum number of textures is in an xml texture array is 7 (tried more but doesnt work)

I wasn't aware of any limits. The concatenation trick I posted earlier simply produces f.ex. "_fn_3". If more are defined, they should definitely work. I use this for strings in my Oblivion mod, with a lot more than 7 items.

2. Full screen images have a 1 pixel border around the edges. I worked around this by setting negative x/y positions and stretching it a little. is there a better way, like &YES_PLEASE; ?

I haven't seen any borders added to images. There's nothing in xml for this. Your workaround does the trick though.

3. When trying to add a glass effect to a helmet visor myself, i noticed that besides looking like crap, the glass had a green (=&hudmain;) tint. how would i remove this?

<systemcolor> &nosystemcolor; </systemcolor>

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Kayla Bee
 
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Post » Sat Sep 11, 2010 9:09 pm

I wasn't aware of any limits. The concatenation trick I posted earlier simply produces f.ex. "_fn_3". If more are defined, they should definitely work. I use this for strings in my Oblivion mod, with a lot more than 7 items.


I haven't seen any borders added to images. There's nothing in xml for this. Your workaround does the trick though.


<systemcolor> &nosystemcolor; </systemcolor>

Thanks for the quick answers :thumbsup:

Edit: Nevermind..
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Sammykins
 
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Post » Sun Sep 12, 2010 9:08 am

I implemented a framework to allow ingame selection of helmet and visor styles. So you equip a helmet, click on a < POV Config > item in your pipboy, toggle through different helmet/visor previews and then click save. your selected pov then will be applied whenever you equip this type of helmet.
The POV textures are still mainly placeholders and as I said i can't create them myself in decent quality.
I uploaded what i did so far on http://fallout3nexus.com/downloads/file.php?id=11059. This is intented as a modders resource for anyone who would like to contribute, since for now this is as far as i can go with this. To make it work, you'll have to include the helmpov.xml prefab in your menus/main/hud_main_menu.xml by adding "" at the end of the file in the line before "".


Nice work! I wish I had some actual texture skill with GIMP to help out. I tried to make one for power armor, and it came out kinda http://members.cox.net/canus/ScreenShot8.jpg. :(
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Phillip Brunyee
 
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