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NightVision
Posted: Sun Mar 05, 2006 10:10 pm
by XenoPHoXx_NL
Hi guy's me again
my question is
Is there a way to make nightvision for mohaa?
any scripting or is it a mod that could be downloaded somewhere
i searched but no results
Posted: Sun Mar 05, 2006 10:54 pm
by Devil_Dog
Below are the search results I got on FileFront.com. I can't recomend any as I haven't tried them. Hope it helps.
_______________________________________________________
http://medalofhonor.filefront.com/files ... /?keyword=
night+vision&game=22&search_category=all&fields_name=1&
fields_filename=1&fields_description=1&sort=name&order_in=asc
&limit=25&outdated_in=0&descriptions_in=0&summary_in=0
&show_screenshot_in=0#results

Devil_Dog
Posted: Sun Mar 05, 2006 11:09 pm
by XenoPHoXx_NL
thx for the super fast reply
ill take alook at it thx devil
Posted: Mon Mar 06, 2006 9:02 am
by Devil_Dog
My pleasure...lol...first question I was able to answer here!

Devil_Dog
Posted: Sun May 07, 2006 8:25 pm
by TayloR
This mod looks great in the screenshots but when i downloaded it and played with it a grey and white box comes up it happened with many others and i was wondering if anyone knows whats wrong? i have tryed removing all my other mods but the same thing happens! I would be thankful if anyone could help me.
Posted: Mon May 08, 2006 4:21 pm
by jv_map
Hmm did you ask the author of the mod?
Posted: Mon May 08, 2006 7:19 pm
by Rookie One.pl
By the way, you can't make true nightvision in MoH. Those mods are just imitations that actually make it rather harder to see than help at all.
Posted: Mon May 08, 2006 7:32 pm
by jv_map
Try the Remington in Modern Warfare

it has a working nightvision.
This is the shader
Code: Select all
textures/hud/kartop
{
surfaceparm nolightmap
nomipmaps
nopicmip
{
// lighter
map $whiteimage
rgbGen const 0.1 0.1 0.1
blendfunc add
}
{
// more contrast
map $whiteimage
rgbGen identity
blendfunc GL_DST_COLOR GL_ONE
}
{
// green filter
animmap 15.0 textures/mw_sfx/noise3.tga textures/mw_sfx/noise4.tga textures/mw_sfx/noise5.tga textures/mw_sfx/noise6.tga textures/mw_sfx/noise7.tga
//map $whiteimage
//tcMod scale 32.0 32.0
rgbGen const 0.0 1.0 0.0
blendfunc filter
}
{
// crosshair
clampmap textures/hud/308scopetop.tga
blendFunc blend
rgbGen const 0.5 0.0 0.0
}
}
textures/hud/karbottom
{
surfaceparm nolightmap
nomipmaps
nopicmip
{
map $whiteimage
rgbGen const 0.1 0.1 0.1
blendfunc add
}
{
map $whiteimage
rgbGen const 1.0 1.0 1.0
blendfunc GL_DST_COLOR GL_ONE
}
{
animmap 15.0 textures/mw_sfx/noise3.tga textures/mw_sfx/noise4.tga textures/mw_sfx/noise5.tga textures/mw_sfx/noise6.tga textures/mw_sfx/noise7.tga
rgbGen const 0.0 1.0 0.0
blendfunc filter
}
{
clampmap textures/hud/308scopebottom.tga
blendFunc blend
rgbGen const 0.5 0.0 0.0
}
}
Posted: Mon May 08, 2006 9:59 pm
by TayloR
Nice 1 thanks jv

Posted: Mon May 08, 2006 10:48 pm
by lizardkid
i *really* want that... do i need to d/l MW to use the textures for that or can i just copy/paste into the existing snipers and rearrange the texture path details?
Posted: Tue May 09, 2006 5:38 am
by jv_map
You could copy the shader and get rid of the last two stages, the noise filter and actual crosshair.. or you could use the stock crosshair. Either way the game automatically uses the textures called textures/hud/kartop and textures/hud/karbottom for the axis sniper scope.
Posted: Tue May 09, 2006 1:24 pm
by Rookie One.pl
Hmm... It's just brightening and increasing contrast?
Posted: Wed May 10, 2006 2:36 am
by Green Beret
Well considering how night vision works, Thats probally the closest your gonna get.
Good job on that script
Night vision devices gather existing ambient light (starlight, moonlight or infra-red light) through the front lens. This light, which is made up of photons goes into a photocathode tube that changes the photons to electrons. The electrons are then amplified to a much greater number through an electrical and chemical process. The electrons are then hurled against a phosphorus screen that changes the amplified electrons back into visible light that you see through the eyepiece. The image will now be a clear green-hued amplified re-creation of the scene you were observing.
Unless you can convert that into a script
