[WIPz] Helmet POV

Post » Tue Sep 07, 2010 9:39 am

This mod is based on the request in http://www.gamesas.com/bgsforums/index.php?showtopic=1069757&st=0. I started to implement it, and it's already quite functional.

It adds an ingame configuration menu to select view effects for headwear, included as of now are 2 different styles (T-45d PA Helmet and some generic Rad Suit POV) in 3 color styles (red,green,blue).
Since I did not find anyone yet to create some nice textures yet, I did it myself. To do so I used a technique called bruce force photoshop filter clicking, but I must say I'm quite satisfied with myself! At least the PA view is not too bad (the other one probably is) :D

Anyway, this is an alpha version, and it dynamically adds/removes objects to/from formlists, which took me a while to not crash on save, so better keep a clean save game if you plan to give this a try.

I'm looking forward to receive some feedback.

http://fallout3nexus.com/downloads/file.php?id=11474
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Dean Brown
 
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Post » Tue Sep 07, 2010 3:16 am

Just downloaded and checked it out, it worked great with mwcod2 mod I use the ghost outfit and it yours bascially matched I am going to go into the textures and chnage it to he more fitting for sun glasses but still great mod another mod to make the game painfully realistic, my favorite. Keep up the great work.
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Richard
 
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Post » Mon Sep 06, 2010 8:11 pm

This mod is based on the request in http://www.gamesas.com/bgsforums/index.php?showtopic=1069757&st=0. I started to implement it, and it's already quite functional.

It adds an ingame configuration menu to select view effects for headwear, included as of now are 2 different styles (T-45d PA Helmet and some generic Rad Suit POV) in 3 color styles (red,green,blue).
Since I did not find anyone yet to create some nice textures yet, I did it myself. To do so I used a technique called bruce force photoshop filter clicking, but I must say I'm quite satisfied with myself! At least the PA view is not too bad (the other one probably is) :D

Anyway, this is an alpha version, and it dynamically adds/removes objects to/from formlists, which took me a while to not crash on save, so better keep a clean save game if you plan to give this a try.

I'm looking forward to receive some feedback.

http://fallout3nexus.com/downloads/file.php?id=11474

Schlangster, you are a star!
That is really good! :tops:

I had a go at making a texture, following the example of the two you included, but I can't seem to get it to show up in game.
I am using Photoshop with the Nvidia dds format plugin, and I think I tried all the alpha options but with no success.
Could you tell me the settings you are using to save the files?
Thanks
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Carys
 
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Post » Tue Sep 07, 2010 2:31 am

This reminds me of that Morrowind mod, good stuff! :)
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bonita mathews
 
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Post » Tue Sep 07, 2010 11:16 am

Thanks for the positive feedback so far!

Just downloaded and checked it out, it worked great with mwcod2 mod I use the ghost outfit and it yours bascially matched I am going to go into the textures and chnage it to he more fitting for sun glasses but still great mod another mod to make the game painfully realistic, my favorite. Keep up the great work.

I noticed your offer at nexus to try yourself at creating some textures, you are very welcome to do so!

I had a go at making a texture, following the example of the two you included, but I can't seem to get it to show up in game.
I am using Photoshop with the Nvidia dds format plugin, and I think I tried all the alpha options but with no success.
Could you tell me the settings you are using to save the files?
Thanks

Well I just saved it as DXT3 (which was the default) with all default options :) You could probably start of with a completely black RGB plane, and some basic alpha mask to see if that works.

A quick guide for any modder who would like to add new styles (without replacing existing ones):

1. Add empty formlist for the style in the .esp:
Object Windows -> Miscellaneous ->Form List: Create a new empty form list for your style by duplicating HPOVHelmet02List and naming it HPOVHelmet03List. Then add this new list to HPOVHelmetStylesList.

2. Add the path to your texture to /menus/prefabs/schlang/helmpov.xml:
Search for <_filename_2> hpov\pov02.dds , and add <_filename_3> hpov\pov03.dds (assuming thats the path to your new texture)

3. In game, expand the number of styles:
Type "set HPOVConfig.helmetStyleCount to 4" (number of styles + 1).
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Josee Leach
 
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Post » Tue Sep 07, 2010 3:11 am

Looks amazing. I'll check this out.
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Jennie Skeletons
 
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Post » Tue Sep 07, 2010 12:40 am

Well I just saved it as DXT3 (which was the default) with all default options :) You could probably start of with a completely black RGB plane, and some basic alpha mask to see if that works.

Cant seem to get it to show.
I first made a basic visor outline in RGB, then dragged the blue channel into a black rgb plane to create new alpha channel with my desired shape and texture, then saved it as a DXT3 in the same folder as yours.
No go.
?
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Dorian Cozens
 
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Post » Tue Sep 07, 2010 1:06 am

Cant seem to get it to show.
I first made a basic visor outline in RGB, then dragged the blue channel into a black rgb plane to create new alpha channel with my desired shape and texture, then saved it as a DXT3 in the same folder as yours.
No go.
?

I suppose you tried to edit an existing texture, right? (pov01 or pov02). Cause if you added a new one you'd have to follow the steps posted above.
You can also use the textures from the http://www.tesnexus.com/downloads/file.php?id=8991 mod as a starting point, they will work too and are probably cleaner.
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StunnaLiike FiiFii
 
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Post » Tue Sep 07, 2010 10:16 am

I suppose you tried to edit an existing texture, right? (pov01 or pov02). Cause if you added a new one you'd have to follow the steps posted above.
You can also use the textures from the http://www.tesnexus.com/downloads/file.php?id=8991 mod as a starting point, they will work too and are probably cleaner.

That explains it.
I had been just saving it as pov3 and expecting it to be recognized.
Sorted now and been playing with http://i237.photobucket.com/albums/ff292/VonGrantoven/Helm-Visor-POV.jpg

You do very nice work indeed, schlangster!
After spending only a about an hour running around in Power Armor, I can already say that I wont play without this mod.
The increase in immersion is unbelievable. The sound of the clanking armor and the slight feeling of claustrophobia, really brings home the feeling of being encased in a heavy metal shell.
Good stuff!

Just one thought though... the red/green/purple filters I found to be just a bit too much.
I might suggest a slight green tinge as a replacement, similar to the the armored glass they use on tank cupola vision blocks.
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Adam Baumgartner
 
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Post » Tue Sep 07, 2010 8:49 am

Wicked! A really long time a go I helped with the original mod for Oblivion (more like tagged along really) :P So glad to see it implemented in Fallout. If you need any help with the graphical aspect just say the word.
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Sandeep Khatkar
 
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Post » Tue Sep 07, 2010 2:33 am

This looks real nice!

I'm ecstatic thinking about having glasses and shades and stuff, along with all the helmets (I think I read that along in there, somewhere). I use the Oblivion one religiously as well. This is a most excellent work in progress!
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hannaH
 
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Post » Tue Sep 07, 2010 5:28 am

Oooh! I forgot one thing! Hats! You must also make this work with hats :D This has nothing to do with my character wearing a hat :P No really it doesn't XD
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Chavala
 
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Post » Tue Sep 07, 2010 6:39 am

That explains it.
I had been just saving it as pov3 and expecting it to be recognized.
Sorted now and been playing with http://i237.photobucket.com/albums/ff292/VonGrantoven/Helm-Visor-POV.jpg

You do very nice work indeed, schlangster!
After spending only a about an hour running around in Power Armor, I can already say that I wont play without this mod.
The increase in immersion is unbelievable. The sound of the clanking armor and the slight feeling of claustrophobia, really brings home the feeling of being encased in a heavy metal shell.
Good stuff!

Just one thought though... the red/green/purple filters I found to be just a bit too much.
I might suggest a slight green tinge as a replacement, similar to the the armored glass they use on tank cupola vision blocks.

Ok good that it works now :) And the visor looks nice too! I'll look into the tinting, the 3 styles basically were just so you would get the idea.

Wicked! A really long time a go I helped with the original mod for Oblivion (more like tagged along really) :P So glad to see it implemented in Fallout. If you need any help with the graphical aspect just say the word.

Help is always appreciated. I don't think I want to over-coordinate, so my basic attitude towards people who offer to create textures is: Yes, please. Just go ahead and create what you would like to see, or what other users in the comments requested.
For example hats, glasses, more helmets, night vision goggles, etc. I already have someone who offered to create some views for PA, but I think it's better to end up with 2 versions to choose from (the player can choose, I will just include both then) than with none at all.

Oooh! I forgot one thing! Hats! You must also make this work with hats :D This has nothing to do with my character wearing a hat :P No really it doesn't XD

I think it already works with hats, there are just no overlay textures for that yet.

Pretty much all of the comments I received on nexus so far thought visible area was too small and a bit unrealistic, so I made it a little bigger.
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Emily abigail Villarreal
 
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Post » Tue Sep 07, 2010 3:32 am

Hats would be cool. There's a sunglasses fx mod that makes it so it's darker when you wear sunglasses, maybe that kind of thing could be implemented for hats.
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Monika Fiolek
 
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Post » Tue Sep 07, 2010 1:48 am

Having imagespace modifiers active when certain items are equipped could be done quite easily without having to alter the objects. Just have an actor effect constantly applied to the player (like the pipboy light effect, the concussion effect and the are) that has many effect items associated, each with its own condition. The conditions would check http://geck.gamesas.com/index.php/GetEquipped, possibly using form lists as parameters, and effect items would have simple scripts associated with them like this:
Begin ScriptEffectStart	if GetIsReference player		ApplyImagespaceModifier XXXX	endifEndBegin ScriptEffectFinish	if GetIsReference player		RemoveImagespaceModifier XXXX	endifEnd
So long as the imagespace modifiers used originate in the same data file as the effect itself, they'd be removed if the mod is uninstalled.

Cipscis
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Dewayne Quattlebaum
 
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Post » Mon Sep 06, 2010 10:52 pm

Imagespace modifiers are already supported and used in the current version, but I only added 3 basic types for red/green/blue tint to show the concept. There will definately be more sophisticated ones.

The implementation for all types of effects (overlay style (=hud) and vision effects (=isfx)) is the same:
There's a list for each type that contains a list for each style of that type. Each style list contain all items (=helmets, glasses etc) which use this effect.

So when any item is equipped, for each effect type the index of the list the item is in is retrieved, and the respective style is set. This has the advantage, that lists can be pre-populated (which doesnt make sense yet because there are only 2 overlay styles) and, more importantly, that the players can configure effects for their items ingame, so as long as there exist styles which are appriorate for the given item, it's compatible with anything.

Edit:
Hats would be cool. There's a sunglasses fx mod that makes it so it's darker when you wear sunglasses, maybe that kind of thing could be implemented for hats.

I suppose you meant http://fallout3nexus.com/downloads/file.php?id=9558, right? With Arwens permission I would add the imagespace modifiers used there to the list of available vision effects for the next release.
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Krystina Proietti
 
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Post » Tue Sep 07, 2010 12:28 am

looks great, but I am afraid of breaking my game.

maybe I try it out later.
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Eileen Collinson
 
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Post » Tue Sep 07, 2010 4:00 am

I suppose you meant http://fallout3nexus.com/downloads/file.php?id=9558, right? With Arwens permission I would add the imagespace modifiers used there to the list of available vision effects for the next release.

I really like where this mod is going. You have my permission, as long as you credit me for them. But you may want to wait a few days . . . I'm about to release a new version of my VisionFX mod, as the current one was designed to work best with an early version of Fellout, and Fellout v.1.1 really changed some tint settings. My new version will look MUCH better when used with the updated Fellout.
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Hot
 
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Post » Mon Sep 06, 2010 10:31 pm

Not sure if I should have just made a new thread or not.

I am working on making some more of the Helmet selections and then going to pass them off to schlangster to add to his mod.

I so I am looking for suggestions on which helmets I should start out, with be them from the Default game or a mod, I already know the power armors, anything else that you guys commonly use a lot.

So if you have a suggestion please post it here along with a link so I know what I am trying to make.

What I have started so far is

MWCoD2 - Ghost Helmet
Fallout 3 - BoS Power Armor Helmet
Fallout 3 OP - Chinese Stealth Suit Helmet.
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Nany Smith
 
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Post » Mon Sep 06, 2010 10:05 pm

I really like where this mod is going. You have my permission, as long as you credit me for them. But you may want to wait a few days . . . I'm about to release a new version of my VisionFX mod, as the current one was designed to work best with an early version of Fellout, and Fellout v.1.1 really changed some tint settings. My new version will look MUCH better when used with the updated Fellout.

Ok cool, thanks (credits are mandatory :))!


Not sure if I should have just made a new thread or not.

I am working on making some more of the Helmet selections and then going to pass them off to schlangster to add to his mod.

I so I am looking for suggestions on which helmets I should start out, with be them from the Default game or a mod, I already know the power armors, anything else that you guys commonly use a lot.

So if you have a suggestion please post it here along with a link so I know what I am trying to make.

What I have started so far is

MWCoD2 - Ghost Helmet
Fallout 3 - BoS Power Armor Helmet
Fallout 3 OP - Chinese Stealth Suit Helmet.

What I personally would like to see are (sun)glasses :) (http://fallout.wikia.com/wiki/File:Shades.png) I don't think the currently released version already supports them, but I already added it to the next one so having 1 overlay which can be tinted whould be cool.

Also, there's a thing I would like to discuss. Ultimately it's the choice of the one creating the textures and as I said earlier, I didn't want to do too much coordination, but it probably would be best to agree on some sort of guidelines regarding the size of the elements.
For example http://fallout3nexus.com/downloads/images/11474-1-1267412944.jpg (closely orientated at the shape of the helmet model texture) vs. http://fallout3nexus.com/downloads/images/11474-1-1267497037.jpg (bigger version after many comments that the first one was too small) vs http://members.cox.net/canus/ScreenShot8.jpg (example given by canus. this is actually how small some of the 1st person fovs for oblivion were).

To me it seems the consensus is that not too much vision should be obscured, so something like example two. What do you think?
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Lynne Hinton
 
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Post » Tue Sep 07, 2010 8:23 am

What I personally would like to see are (sun)glasses :) (http://fallout.wikia.com/wiki/File:Shades.png) I don't think the currently released version already supports them, but I already added it to the next one so having 1 overlay which can be tinted whould be cool.

Also, there's a thing I would like to discuss. Ultimately it's the choice of the one creating the textures and as I said earlier, I didn't want to do too much coordination, but it probably would be best to agree on some sort of guidelines regarding the size of the elements.
For example http://fallout3nexus.com/downloads/images/11474-1-1267412944.jpg (closely orientated at the shape of the helmet model texture) vs. http://fallout3nexus.com/downloads/images/11474-1-1267497037.jpg (bigger version after many comments that the first one was too small) vs http://members.cox.net/canus/ScreenShot8.jpg (example given by canus. this is actually how small some of the 1st person fovs for oblivion were).

To me it seems the consensus is that not too much vision should be obscured, so something like example two. What do you think?


I am trying am trying to make ones close to the second example, my might be a little bigger, but ?Its what I am aimed for, plus after putting on a ski mask I think my example was pretty close to how it looks, minus the top, In reality I could barely see the black of the ski mask.
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Brandon Wilson
 
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Post » Tue Sep 07, 2010 10:12 am

Yep, I don't think it has to be super realistic (which is impossible anyway). For example when wearing my sunglasses, I can't really see anything of the frame, but when having an overlay for it I would expect it to show some kind of frame (depending on the type of sunglasses ofc), simply because it looks better that way.
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Penny Courture
 
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Post » Tue Sep 07, 2010 9:16 am

Going outta town for the next 7 days, and wont be able to work on this until I get back, sorry for misleading you guys, will continue working on the helmets when I return, just wanted to let everyone know.
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Vicki Gunn
 
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Post » Tue Sep 07, 2010 2:56 am

Just so you know, while waiting for and hoping for new overlays to arrive, I'm also still working on this :)

New features already implemented are
- easier integration of new overlays (mainly interesting for those who want to create them. basically just place them in the textures folder, copy&paste a line in the xml file. and thats it)
- better menu structure
- generic support for sound effects (currently only 1 is implented: breathing through a gas mask)
- vision effects are no longer mutually exclusive, so it's now possible to activate multiple ones at a time. currently this only means that you can mix the tinting colors yourself, but adding new imagespace modifiers is a matter of seconds once i decided which additional ones make sense (brightness etc)
- generic support for additional features (Edit: had to laugh when I read that a 2nd time :)). as of now, this only includes dynamic overlay adjustment based on your head movement, the overlay image doesn't feel that static anymore but instead will move a little when you turn around or look up/down.

And just as a reminder: All settings are saved for the currently worn helmet/mask/hat/eyewear, so you can set different effects for each item(type). Everything is script based, so it's possible to customize the POV for any mod added items.

I uploaded a demo video (2 parts) on youtube to show some of these new (and old) features:
http://www.youtube.com/watch?v=4o-g-fRtjmA
http://www.youtube.com/watch?v=5-KFndKLf0w

I will probably wait for some new overlays until I release the next version, but who knows
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brandon frier
 
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Post » Tue Sep 07, 2010 1:38 pm

I will probably wait for some new overlays until I release the next version, but who knows


Hey, just to make you not feel let down. I took my friends laptop, and worked on some more. I have two done now, and probably should be able to do three more within the next 2-3 days, if thats not to long of a wait, I just dont think 2 is worth sending. I am also removing the orange overlay, due to the fact that not all helmets have orange.
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Marine Arrègle
 
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