change view - like night goggles


(MuffinMan) #1

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


(bacon) #2

Is it possible? Yes.
Will anybody bother posting code for it? No.


(MuffinMan) #3

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


(Ragnar_40k) #4

Check the RtCW SP code, something similar should be in there (for the Leitz ZG 1229 Vampir).


(MuffinMan) #5

thanks ragnar! will do that - although I don’t remember any other behaviour of the sniper rifle than in ET…
anyway - thanks again!
Muffin


(SCDS_reyalP) #6

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.


(MuffinMan) #7

now I remember! it’s a long time since I played rtcw sp! this should push me to the right direction :clap:


(chavo_one) #8

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”.


(Ragnar_40k) #9

In the game it is called “OSA M1S Snooper”


But it is inspired by the Leitz Vampir:


(bacon) #10

I never said you were an idiot. The way you posted made it look like you have no clue how to do it.


(MuffinMan) #11

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:


(digibob) #12

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 )


(MuffinMan) #13

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


(Schubi) #14

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…


(=DaRk=CrAzY-NuTTeR) #15

i think it is called boogymans weapon mod, never really got off cos its clientside


([RW]FRED) #16

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


(MuffinMan) #17

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