[WIPz] Helmet POV

Post » Tue Sep 07, 2010 11:29 am

There are two main ways of displaying heat/thermal vision. One uses a colored or monochrome image where hotter objects display in brighter colors. The other way, which is common in military usage is to display a monochrome reversed heat signature where hotter things are shown darker. This has the advantage in low light environements that the background terrain looks clearer.
Some examples of both of these are shown here http://www.militaryinfrared.com/TIG_Thermal_Infrared_Goggle_System.html

Either of these would be very cool, but is there some way to determine object temperature in the game?

Thanks for the examples.
It wouldn't work with temperature or anything, but simply ref walk all creatures and add a shader effect to them so they're glowing in a color. But then there's also http://fallout3nexus.com/downloads/file.php?id=2731 which seems to be worth a look.

Speaking of benefits. Why not add an bonus for using POV? For instance using POV, headshots on the player do less damage, or maybe even none at all. Just an idea.

The idea makes sense and I wonder if this isn't already the case? However, this mod will only include visual effects and stuff.
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Damien Mulvenna
 
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Post » Tue Sep 07, 2010 2:08 pm

I made a new demo video for the upcoming vision modes. I don't think I can get the heat vision etc to look realistic. Let's just say a special camera/device scans the heat signature and this data is used for some kind of ARS.

There are 3 modes so far, each one can be individually enabled/disabled for any given piece of headwear:
- Common night vision
- Heat vision that detects living creatures
- EM vision that detects robots, power armor, energy weapons, mines(?), explosives(?)

By pressing a hotkey (M), you switch to the next available mode.
As you can see (or probably not due to low resolution), there's a light grain in the background whenever one of the special vision modes is active, and also whenever the mode is switched it takes ~1 second until the first image has stabilized.

http://www.youtube.com/watch?v=vAhqXnHo9EY
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Liii BLATES
 
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Post » Tue Sep 07, 2010 10:55 am

I made a new demo video for the upcoming vision modes. I don't think I can get the heat vision etc to look realistic. Let's just say a special camera/device scans the heat signature and this data is used for some kind of ARS.

There are 3 modes so far, each one can be individually enabled/disabled for any given piece of headwear:
- Common night vision
- Heat vision that detects living creatures
- EM vision that detects robots, power armor, energy weapons, mines(?), explosives(?)

By pressing a hotkey (M), you switch to the next available mode.
As you can see (or probably not due to low resolution), there's a light grain in the background whenever one of the special vision modes is active, and also whenever the mode is switched it takes ~1 second until the first image has stabilized.

http://www.youtube.com/watch?v=vAhqXnHo9EY

Outstanding work!
Might I ask when it may be available?
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josie treuberg
 
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Post » Tue Sep 07, 2010 3:51 pm

Your vision effects...YES! I have been wanting something like the life detection spell in Oblivion forever. This mod is definitely on of the best to come out for Fallout 3. Will the life detection effects work to see people through walls as well, or is that not possible? I'm fine with that simple life detection, thats awesome in itself. Great work! :twirl:
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Reven Lord
 
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Post » Tue Sep 07, 2010 1:21 am

Looking incredible so far! Can't wait till you release with the effects - the transition is awesome looking!
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Marilú
 
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Post » Tue Sep 07, 2010 2:50 pm

Me like. Will there be any options to balance out the vision modes such as a energy cell drain or limited use time before a recharge is needed? If so will there be added status bars?

On another note, may I have a link to that mod which shows that little grenade counter on your screen?
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alicia hillier
 
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Post » Tue Sep 07, 2010 12:00 pm

On another note, may I have a link to that mod which shows that little grenade counter on your screen?


Its apart of FWE go to there nexus page and download it. If i am correct it requires FOSE and DarnifidUI
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Stat Wrecker
 
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Post » Tue Sep 07, 2010 6:54 am

On another note, may I have a link to that mod which shows that little grenade counter on your screen?

That's from FWE.

Schlangster this looks great. By the way it's also easily possible to plug in your own menu into FWE if that interests you. We included several dummy Globals and Quests, so if someone wants to plug their own menu into the FWE menu, all you need to do is set one of the dummy globals to 1 and overwrite one of the quests. I can give you more details if that is of interest to you.

Ausserdem ist mir jetzt aufgefallen das du nicht allzuweit von meiner Arbeitsstelle wohnst (ist in Neu Isenburg) :D
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jasminε
 
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Post » Tue Sep 07, 2010 5:18 am

That's from FWE.

Are you planning on adding the grenade icon to the standalone version of the grenade hotkey mod for us non-FWE users? :angel:
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cosmo valerga
 
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Post » Tue Sep 07, 2010 4:34 am

Are you planning on adding the grenade icon to the standalone version of the grenade hotkey mod for us non-FWE users? :angel:

No, it's FWE or nothing!

Just kiddin, yeah I do need to add that sometime, but stuff (in particular FWE) keeps me away from my personal projects. But I'll try to get around to it soonish...
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Connie Thomas
 
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Post » Tue Sep 07, 2010 10:28 am

First of all, thanks for the praise ;)

Might I ask when it may be available?

I don't know yet. First I'll have to finish the EM vision effect for more than just robots, and then there's still a bit of fine-tuning and testing to do, but feature-wise I want to release 0.2 before I add anything else, with the exception of more overlays.

Will the life detection effects work to see people through walls as well, or is that not possible? I'm fine with that simple life detection, thats awesome in itself. Great work! :twirl:

It is possible, but I'll only use it for the EM vision (no heat through walls).

Me like. Will there be any options to balance out the vision modes such as a energy cell drain or limited use time before a recharge is needed? If so will there be added status bars?

This is planned, but again, not quite yet :) I think it should be the way it is in FWE, so with power armor equipped it doesn't drain anything (because PA has it's own power supply), and without it will drain energy cells. Like everything else, this will be an optional feature.

By the way it's also easily possible to plug in your own menu into FWE if that interests you. We included several dummy Globals and Quests, so if someone wants to plug their own menu into the FWE menu, all you need to do is set one of the dummy globals to 1 and overwrite one of the quests. I can give you more details if that is of interest to you.

I'll take a look at that. Basically there will be 2 menus, the one thats already there for item configuration, which should probably remain standalone because it doesnt really fit in, and one to set global config parameters like hotkey and some graphical performance<->quality stuff, and probably energy consumption settings in the future. Integrating the 2nd one into the FWE menu would be much more elegant than having 2 menu items.

Ausserdem ist mir jetzt aufgefallen das du nicht allzuweit von meiner Arbeitsstelle wohnst (ist in Neu Isenburg) :D

Jo die welt ist klein? :) Frankfurt ist aber nur die n?chstgr??ere bekannte stadt, eigentlich wohn ich im spessart und studiere in darmstadt.
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Sherry Speakman
 
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Post » Tue Sep 07, 2010 3:42 am

You Bilingual people make me jealous, I want to learn Spanish sometime.
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Alexis Acevedo
 
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Post » Tue Sep 07, 2010 6:39 am

I managed to watch half that video before my dialup refused to do anymore, but what I seen was most excellent.

Great work!
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Chris Cross Cabaret Man
 
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Post » Tue Sep 07, 2010 4:45 pm

schlangster,

I finally got a chance to try out what you've got so far -- looking awesome! Now looking forward to your next release with the increased FOV (I agree that the current is too restrictive) and vision modes, etc.

Comment on the visor type / colors: I know someone mentioned "too much!" and you pointed out they were there for testing/example -- my comment is that I hope there will be many options here eventually (ie, a couple of shades/brightness levels of each of green, red, blue, amber, grey, etc).

Keep up the great work!

- DU
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El Khatiri
 
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Post » Tue Sep 07, 2010 6:21 am

http://www.youtube.com/watch?v=vAhqXnHo9EY
Very nice!

Cipscis
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u gone see
 
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Post » Tue Sep 07, 2010 6:13 am

...and one of the great things about the way you've implemented this, is the ability for it to grow...

(this thought brought to you by the lightbulb that went on over my head as I was glancing at Daejones' colossus headgear)
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Mr.Broom30
 
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Post » Tue Sep 07, 2010 5:23 am

I am away from town and need some one to make sure I am making these overlays correctly. Basically I need a beta tester to check out some of the overlays I am making. I can not test them myself
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loste juliana
 
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Post » Tue Sep 07, 2010 1:17 am

I could give it a shot maybe. :shrug:
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Myles
 
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Post » Tue Sep 07, 2010 4:17 pm

I could give it a shot maybe. :shrug:


I need a very fast reply.
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mishionary
 
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Post » Tue Sep 07, 2010 2:27 pm

Wow! :ooo: This is incredibly awesome! I really like the ideas and the potentional to grow... I wish you/we could figure out a way to muffle the sound a bit when wearing the helmet or perhaps add an sound effect that would give us a feeling the sound is reproduced through the helmet (as in there is microphone kind of device on the outside and then there is some kind of sound outpud inside the helmet). The immersion would skyrocket, lol.
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CArla HOlbert
 
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Post » Tue Sep 07, 2010 1:31 am

Cosmetic effect question.

I am working on the eyebot Helmet. I was curious if I should add one or two bars crossing the players face?

In game you would only see the one at the bottoms and it would cut off your vision for under neither your eyes.

So you wouldn't see any more of the helmet. It would be an open clear view.

I am basing this all off of this picture
http://images4.wikia.nocookie.net/fallout/images/f/f0/Eyebot_Helmet.jpg

I currently have one with just one bar and another with two. I think it looks nicer with two.

thank you for Google, I found the ghetto way of seeing how it looks, I took someone screen-shot of them playing and then put my overlays on top of the picture. Creative I know. But I would like some feedback from people who are going to be using this mod as well.
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Britney Lopez
 
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Post » Tue Sep 07, 2010 8:14 am

Wow! :ooo: This is incredibly awesome! I really like the ideas and the potentional to grow... I wish you/we could figure out a way to muffle the sound a bit when wearing the helmet or perhaps add an sound effect that would give us a feeling the sound is reproduced through the helmet (as in there is microphone kind of device on the outside and then there is some kind of sound outpud inside the helmet). The immersion would skyrocket, lol.

I might experiment with this, for example there could be some game settings that control sound volume and stuff, which could be changed on the fly.


Cosmetic effect question.

I am working on the eyebot Helmet. I was curious if I should add one or two bars crossing the players face?

In game you would only see the one at the bottoms and it would cut off your vision for under neither your eyes.

So you wouldn't see any more of the helmet. It would be an open clear view.

I am basing this all off of this picture
http://images4.wikia.nocookie.net/fallout/images/f/f0/Eyebot_Helmet.jpg

I currently have one with just one bar and another with two. I think it looks nicer with two.

thank you for Google, I found the ghetto way of seeing how it looks, I took someone screen-shot of them playing and then put my overlays on top of the picture. Creative I know. But I would like some feedback from people who are going to be using this mod as well.


If you say it looks better with 2 then i suppose take that one? it's hard to say because i cant really imagine how it would look like.

I made a screenshot on how the visuals for helmet condition will look like:
http://img291.imageshack.us/img291/7751/screenshot32j.jpg
Mind, this is actually the WORST condition possible, so <10% health. For every 15% decreae, another crack will appear and the general glass strain will be stronger. Thanks again to Uglulyx and Stafare for helping me with this.
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Leonie Connor
 
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Post » Tue Sep 07, 2010 7:00 am

I made a screenshot on how the visuals for helmet condition will look like:
http://img291.imageshack.us/img291/7751/screenshot32j.jpg
Mind, this is actually the WORST condition possible, so <10% health. For every 15% decreae, another crack will appear and the general glass strain will be stronger. Thanks again to Uglulyx and Stafare for helping me with this.


Are this cracks apart of the texture or another overlay. I am curious as if it is something I should be adding as I am making these.
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Alexandra walker
 
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Post » Tue Sep 07, 2010 11:51 am

It's another overlay behind the main mask.
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Danny Blight
 
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Post » Tue Sep 07, 2010 11:51 am

It's another overlay behind the main mask.



Looks amazing, great work on all of this.
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Angela
 
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