hey folks, gotta ask that question before I waste any more hours on this: is it possible to integrate (or use an existing way) different rendered views with the mod source? I don’t want to make night goggles but something similar and I didn’t see any possibility to change the rendered view except of the hud, fov and so on
change view - like night goggles
I didn’t ask for posting code but only for some info, this didn’t help much, maybe a hint would have been better
I am no standard idiot asking for others to do his work so don’t treat me like one
Check the RtCW SP code, something similar should be in there (for the Leitz ZG 1229 Vampir).
thanks ragnar! will do that - although I don’t remember any other behaviour of the sniper rifle than in ET…
anyway - thanks again!
Muffin
The ‘snooper’ rifle you get in forest. It has a sort of black and white negative look, if I remember right.
Urban terror also has a night vision mode. They might give you a hint as to how they did it.
now I remember! it’s a long time since I played rtcw sp! this should push me to the right direction 
The RtCW snooper rifle effect is basically a shader trick with the color and brightness tweaked by the code. Look at the function CG_DrawWeapReticle in the file cg_draw.c. The shader they use is “gfx/misc/snoopersimple”.
In the game it is called “OSA M1S Snooper”


But it is inspired by the Leitz Vampir:

I never said you were an idiot. The way you posted made it look like you have no clue how to do it.
I have a pretty good understanding of what’s to do but I don’t have the complete source in my head and to my understanding the rendermode can’t be changed without the engine source, which turned out to be right. I can’t use such a simple shader trick for my idea so probably the idea is dead now
anyway - no worries, just was a bit pissed off by the answer, so… :drink:
IIRC, the snooper flag that you can set on a renderView disables all lightmaps for that scene, and just uses a pure white image instead. The green filter was then used to disguise what was happening a bit. The code should still work in ET afaik, as i remember playing with it at some point, and it still seemed intact at that time. ( though this was some time ago now )
problem is that I want that effect only as a background, not all players seen through the goggles should be highlighted but only those with special properties, at the moment I am thinking of giving them an effect like the burn-effect of the flamethrower so that the skin gets a coloured shader over it which is only seen when watched through the goggles and the right properties set for the player… does this make sense? I’m getting confused myself
There is also a multiplayer mod for RTCW out there, where you can use the “OSA M1S Snooper”… unfortunately I don’t know the name of the mod…
i think it is called boogymans weapon mod, never really got off cos its clientside
May be u want an effect like that…
Here a screenshot of a xray google for Q3.
U could ask that guy maybe

Found here
http://pop.rtcwfiles.com/forums/index.php?showtopic=1707
Else u can add black fog with trap_R_SetFog but needed parameters aren’t documented
that’s a nice effect - thanks for the hint! - anyway it’s not useful for me, will have to try drawing sprites over parts of the image or just red dots instead of glowing player models I guess