GSBmodders Posted March 2, 2012 Share Posted March 2, 2012 any have any idea how to create a custom targeting effect to work when eqiupping a pair of goggles? I'm trying to create something like this    (it looks terrible i know, but it was only a 1 min photoshopping)  Link to comment
Mashi Posted March 3, 2012 Share Posted March 3, 2012 Green overlay or the target box? The green overlay is easier you can do that with a imagespace modifier. Prolly the best example would be to look at project nevada since it does that already. As for the target box? Well that's tougher, unless someone's figured a way around it. The targeting reticule is specified from the interfaceshared0.dds file. Though I don't know if you can specify your own reticle itself. Maybe you could do a second overlay with an alphamaped dds into the imagespace? Â Then again maybe I'm just overtired and inanely ranting. Link to comment
Halstrom Posted March 3, 2012 Share Posted March 3, 2012 Green overlay or the target box? The green overlay is easier you can do that with a imagespace modifier. Prolly the best example would be to look at project nevada since it does that already. As for the target box? Well that's tougher' date=' unless someone's figured a way around it. The targeting reticule is specified from the interfaceshared0.dds file. Though I don't know if you can specify your own reticle itself. Maybe you could do a second overlay with an alphamaped dds into the imagespace? Then again maybe I'm just overtired and inanely ranting. [/quote'] I think Project Nevada has a custom reticule sight, maybe pull it apart to see how it works.  Link to comment
GSBmodders Posted March 3, 2012 Author Share Posted March 3, 2012 thanks for the advice, i'll have a look at Nevada. Link to comment
prideslayer Posted March 3, 2012 Share Posted March 3, 2012 There's another mod out there that puts up like a radar showing 360 around you where enemies are that might be easier to pull apart and examine than nevada is.. then again, it might be harder. Â http://newvegas.nexusmods.com/downloads/file.php?id=40651 Link to comment
astymma Posted March 11, 2012 Share Posted March 11, 2012 For weapons, the sight is found in the "scope model" entry of the weapon. Â The sniper rifle for example uses: interface\HUD\mildotscope.NIF Â The 44 magnum revolver uses: interface\HUD\duplexscope.NIF Â The trail carbine uses: interface\HUD\biggamescope.NIF Â The textures are defined by the NIF and not set in the esp though you can use the scope alternate textures to do so if you wish. Link to comment
GSBmodders Posted March 11, 2012 Author Share Posted March 11, 2012 For weapons' date=' the sight is found in the "scope model" entry of the weapon. Â The sniper rifle for example uses: interface\HUD\mildotscope.NIF Â The 44 magnum revolver uses: interface\HUD\duplexscope.NIF Â The trail carbine uses: interface\HUD\biggamescope.NIF Â The textures are defined by the NIF and not set in the esp though you can use the scope alternate textures to do so if you wish. [/quote'] Â Thanks for this info, it's what I see as being good news since I have been having difficulty in trying to set textures in a esp like I see others doing. Â Link to comment
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