making armor visible in 1st person

Post » Fri Feb 18, 2011 10:08 pm

Is it possible to make part of an armor object visible when in 1st person? I'm trying to make a head mounted laser sight, and I've managed to make the laser beams visible in 3rd person, but I'm looking for a way to make it visible the way that gloves and forearms are in 1st person. Here's a screenshot of what I'm trying for, though this was implemented in a different way (it's a miscellaneous object being positioned with setpos and setangle, which works but is kind of jittery, laggy, and performance inhibiting):

http://www.fallout3nexus.com/imageshare/images/1250436-1273352762.jpg

It's meant to be a replacement crosshair for people using NVidia 3D Vision, though if you like the appearance it works fine without it.
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Vickey Martinez
 
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Post » Sat Feb 19, 2011 3:46 am

In Nifskope find the part you want to make visible and change it's name (under value) to: Arms
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NeverStopThe
 
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Post » Sat Feb 19, 2011 10:16 am

Thanks, but no luck so far, though I don't have anything thats an NiTriShape - my branch structure in Nifskope is completely different from the armors I've looked at.

For Armor, the structure is NiNode (Name = Scene Root) --> NiTriShape (Name = Arms)

I've got: BSFadeNode --> NiNode (Name = Scene Root) --> NiTriStrips (Name = Arms)

My model started as the stock laser trip wire, edited heavily.

I also tried making my model an armor addon, adding it to a formlist, and selecting that formlist in the armor window. It doesn't seem to have much of an effect.
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He got the
 
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Post » Sat Feb 19, 2011 6:42 am

I wonder if it's the node it's assigned to - right now i've attached it to the 1st person camera node, maybe if I made an invisible, flexible bit that spanned to one of the hand or arm nodes. I haven't come across any flags that seem like they would do it, and the various undefined numbers don't seem to change from guns to armor to helmets and scenery.
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Jesus Lopez
 
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Post » Sat Feb 19, 2011 7:09 am

Check out the Helmet POV thread. Maybe that author could give you some pointers.
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N Only WhiTe girl
 
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Post » Sat Feb 19, 2011 12:40 am

doesnt matter if its a nitristrip or a nitrishape for that matter, just give those you want to see a different name than upperbody or upperbody:blabla ;)
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Jessica Phoenix
 
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Post » Sat Feb 19, 2011 1:18 am

Check out the Helmet POV thread. Maybe that author could give you some pointers.


Schlangster actually got me started on this track by suggesting I look at some old helmet POV Oblivion mods - he handles his stuff with 2D overlays, but I need a fully 3D model. I've been looking over "Immersive 1st Person View" by Loup Sombre, something that makes the player's whole body visible in 1st person, like in Mirror's Edge. I haven't gotten around to unpacking my oblivion meshes to see how his skeleton differs from the original - he doesn't change any armor models, just the 1st person skeleton and animations. I'd rather avoid that if possible.
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Allison Sizemore
 
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Post » Fri Feb 18, 2011 10:08 pm

I wonder if the character's body mesh is even referenced in 1st person view then. I have had my character look nearly straight down in first person and could not see feet or legs.
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*Chloe*
 
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Post » Sat Feb 19, 2011 5:13 am

I wonder if the character's body mesh is even referenced in 1st person view then. I have had my character look nearly straight down in first person and could not see feet or legs.

When my character is running with the Reinforced Chinese Stealth suit, looking down, I can see what appears to be the briast plate.
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Kayleigh Mcneil
 
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Post » Sat Feb 19, 2011 11:37 am

in case i repeat myself:

EVERY NITRISTRIP OR NITRISHAPE THATS CALLED: UPPERBODY OR UPPERBODY:BLABLA WILL BE INVISIBLE IN 1ST PERSON !!!!!
EVERYTHING ELSE WILL BE VISIBLE !!!!

but keep in mind that the actual eye level is lower than the eyes on the falloutbody
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m Gardner
 
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Post » Fri Feb 18, 2011 10:04 pm

It looks like that name string is used to determine which body part the model attaches itself to, so I have to set it to "Camera1st:0", "Camera1st:1", etc., and I don't think things attached to that node render in 1st person. Its either that or add in a NiStringExtraData object, name it "Prn", and set its string value to Camera1st, in which case the model is treated as headgear and isn't rendered in 1st person regardless of what I name the nodes and NiTriStrips. So its an obstacle that's hard coded into the game, or, based on what the Immersive 1st Person View mod was able to pull off for Oblivion, a property of the skeleton.nif.
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Brandon Wilson
 
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Post » Sat Feb 19, 2011 3:38 am

And for whatever reason, I can open up that mod's skeleton.nif, but I can't open up the stock oblivion skeleton.nif, so it's tough to see what he may have changed, if anything. Bummer.
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Rachael
 
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Post » Sat Feb 19, 2011 9:01 am

Schlangster actually got me started on this track by suggesting I look at some old helmet POV Oblivion mods - he handles his stuff with 2D overlays, but I need a fully 3D model. I've been looking over "Immersive 1st Person View" by Loup Sombre, something that makes the player's whole body visible in 1st person, like in Mirror's Edge. I haven't gotten around to unpacking my oblivion meshes to see how his skeleton differs from the original - he doesn't change any armor models, just the 1st person skeleton and animations. I'd rather avoid that if possible.


There is nothing magical about that mod all it does is use the OBSE version of the console function s1st (con_Show1stPerson) -> what this command does is is forces the game to render the 1st Person Rig in 3rd person Camera or show the 3rd Person Rig in 1st Person Camera -> this is not something that is an option for FO3 or FONV as that function does not work at all for FO3 and it works oddly for FONV but neither will produce what he is looking for.

Also items get culled by the game engine based on Block Naming, Slot Assigned, and Attachment Method -> if an item is to get rendered in 1st it has to pass all of those Culling Checks.
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xxLindsAffec
 
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Post » Sat Feb 19, 2011 3:19 am

I have no idea if this matters or not, but in Oblivion I noticed that the INI value "fNearDistance" controlled how close to the camera items were rendered.

Anything nearer than that distance is not shown at all. In Fallout this value is set to five, so you may want to lower it to 0.01 before experimenting with any items placed very close the camera.

Changing it was useful in the 3rd person animations in first person view mod for Oblivion because it allowed your entire arms to be drawn instead of them ending before the shoulder.
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Hayley O'Gara
 
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Post » Sat Feb 19, 2011 12:34 am

@SaidenStorm

Looking through that Oblivion mod, I was pretty sure what he did was to create a headless NPC that was continuously positioned at the same location as the player using getpos and setpos, and playanim to make it walk, jump, etc. I haven't looked at it in a while though.

Good to know about the culling process, though I think it means what I want to do is impossible. At least I can stop banging my head against the wall.


@showler

That's a good thing to know. The crosshair .nifs are huge, about 15 feet tall in game, so they get positioned pretty far from the player, but I'm working on something for the FNV version of Powered Power Armor that tweaks the various FOV .ini settings, and FOVs of around 90 (not uncommon among FPSs) cause the arm clipping the you mentioned.
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Siobhan Thompson
 
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Post » Sat Feb 19, 2011 6:31 am

@SaidenStorm

Looking through that Oblivion mod, I was pretty sure what he did was to create a headless NPC that was continuously positioned at the same location as the player using getpos and setpos, and playanim to make it walk, jump, etc. I haven't looked at it in a while though.


NM -> I was thinking of a different mod one of the Over The Shoulder Cams -> the Immersive camera is the 1st person skeleton altered to accept 3rd person animations and a few of the 3rd person anims altered to fit the now tweaked 1st person seleton -> there is actually a VASTYLY easier way to do this effect without needing to alter animations that I told Loup how to do but he had no interest - all that was required was to alter the 3rd person skeleton to the 1st person perspective which ONLY required addng Bip node after the Bip01 NonAccum node and before the Bip01 Pelvis node after doing that the entire 3rd person set of animations would work perfectly unaltered.
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Heather M
 
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