ACE3
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Nightvision improvements (White Phosphor tubes support)
When merged this pull request will:
- Adds possibility to set Color Correction Params (PP Effects) to classes.
- Adds 'supporting' elements in fnc_RefreshGoggleType & minor changes in fnc_pfeh which do same ('support').
- Adds example class in CfgWeapons & 2 classes for RHSUSAF compat. patch.
Description
Just added few improvements for fnc_pfeh & fnc_refreshGoggleType (ace_nightvision) to support different Color Correction presets (PP Effects). Now, you can set needed Params in class via CfgWeapons & it will be extracted to functions.
Added example class & 2 classes for RHSUSAF compatibility patch too (possible required "ace_nightvision" to be added in "requiredAddons[]" list via /compat_rhs_usf3/config.cpp). I'd tested everything in a bit different form & it was required, so... Unfortunately, currently i'm not at home & can't check it right now.
Misc.
I also found & fix issues caused by A3_GPNVG18 mod, so will add compatibility patch ASAP.
Made by: JDT, AleM. With Great Thanks to: BaerMitUmlaut
To Do
- [x] Add compatibility patch for A3_GPNVG18 (CANCELLED)
P.S. That's way totally work, but i will proceed my 'research'. Want to hide params & make selection with colorPreset[] = "White" or "Green". Try'd a lot, but still not found the right solution.
Last WP preset (made Params as close to original ACE3's as possible)
Original ACE3's green
Conditions: 10 JUN 2035, 03:00AM | Clear sky | Full Moon
👍 nice
Made corrections based on reviews.
Don't sure what i understood right that what would cause scope issue. And isn't it would be fixed by adding "scope = 2" to classes?
Uhm... How BaerMitUmlaut said me, you're guys dont really want to add more compat pbos... So, do i still need to post that then? Or better to contact with teeha?
Ideally he would add that little line of config himself. We only maintain the compatibility PBOs we do because their authors refuse to and there are maintainers available.
ok then, i'll try to find him.
Well. teeha not answering, so. Don't know what would be right to do. Upload 'unofficial' compat. patch to GPNVG-18 to steam workshop or just forget that.
Been using this for over a year, no issues on our side except the bug with NVG overlay in FFV ( #6769 ) also reverts effects to default green. It's not compatible out of the box with the PRd fix.
Also the WPs are a bit dark compared to green, been using this color preset to improve the brightness:
colorPreset[] = {0.0, {0.0, 0.0, 0.0, 0.0}, {1.1, 0.8, 1.9, 0.9}, {1, 1, 6, 0.0}};
I'm a dev for the A3TI mod and I'm having some issues with the night vision in the ACE Dev version making some weird things happen with my mod. https://steamcommunity.com/sharedfiles/filedetails/?id=2041057379
My mod uses custom ppEffects for night vision. For the release version of ACE my mod uses "oldIsCamera = true;" to circumvent the ACE night vision post processing effects.
That command does not work when using the ACE nightvision from this pull and results in the post processing color corrections doubling up and appearing either yellow or purple vs the black and white as intended by my mod's effect.
Any assistance in circumventing the ppEffects applied from this similar to "oldIsCamera = true;" would be appreciated.
For example:
vs
@JeuDeTarot requirements for merge:
- https://github.com/acemod/ACE3/pull/6190#issuecomment-511198643
- Requested changes from me above
- https://github.com/acemod/ACE3/pull/6190#issuecomment-754490841