Description

Night vision shader for anomaly re-imagined. Now features MCM settings to adjust NVGs to your taste, a totally rewritten rendering pipeline, and a bunch more.

Preview
Beef's Shader Based NVGs v1.1.1
Comments  (0 - 50 of 236)
theRealBeef Author
theRealBeef

Update 17 November:

Alternate sights still need to be fixed, but squashed a fair number of issues and bugs, particularly with shader scopes and got a little bit more functionality in.

Next up on the roadmap:
- Fix alternate sights
- Add 2d overlay functionality
- Reorganize MCM menu into submenus
- Add DOF effect control to MCM
- Add control for # of brightness intervals to MCM
- Dynamic tube control (e.g. able to flip up left half of multi-tube NVGs to see detector while artifact hunting)
- Improve turn-on animations (and perhaps add flip-up animation? I don't want to overdo it)

Second Update (1.1.1 fix) Fixed small chance of Script callbacks not registering correctly.

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PossuM
PossuM

shader based scopes has a patch in it´s mcm menu

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Ziggitty
Ziggitty

o k but hwat is the hardcore cheeki breeki track id

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Analyzing_Surveyor
Analyzing_Surveyor

Oh damn, these... these really make me want to replace My Little NVGs. Oh man, but with 108 mods I have installed, one might not be happy... but it is shader based... hmmmmmmmmm.

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Analyzing_Surveyor
Analyzing_Surveyor

Decided to bite the bullet - only thing I had to change in Beef's item script was for the Anomaly Detector since I have Arszis' Anomaly Detector Restored mod.

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theRealBeef Author
theRealBeef

Funny enough, trying to replace My Little NVGs with my own .ppe effect was where I fell down the rabbit hole of learning shaders and ended up here.

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Guest
Guest

ITS HERE

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Analyzing_Surveyor
Analyzing_Surveyor

Do you mind if I post a bug report here or in the Github repository or on the comments?

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Analyzing_Surveyor
Analyzing_Surveyor

Never mind, turns out I just incorrectly copied the lines from Arszi's Restored Anomaly Detector item_device.script into your's. Game's working just fine and dandy now - still need to calibrate the brightness but this is certainly cool as hell.

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Karlack
Karlack

Nice i like, but as of now I use Boomsticks and SharpSticks and the included NVG scopes does not like your new version.
editing shader files is beyond me at this point.
I tried.
Hopefully that gets updated soon. i like the brightness adjustments and auto on off for a pda.

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theRealBeef Author
theRealBeef

Yeah, the new version has to pack more data into fewer shader_params, so it doesn't play nicely with v0.9 NVG shader.

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BadaBoom_0325
BadaBoom_0325

Creativity 80 lvl, because preview.

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Minotaur21
Minotaur21

You're a real one, Beef. This has loads of options, for casual gamers and realism enthusiasts alike. Right on!

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gsampagavincent
gsampagavincent

HOLY ****.

I love how now I found another way to die on my 1 life ironman play throughs!
Getting blinded by my own gun's flash!

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theRealBeef Author
theRealBeef

Use a suppressor to deaden your muzzle flash when wearing NVGs

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gsampagavincent
gsampagavincent

Yup!

But I won't because I like to torture myself.

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KraizerX
KraizerX

video preview: Youtu.be
with shader scope: Youtu.be

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theRealBeef Author
theRealBeef

Compatibility with shader based 2d scopes is added in new version

Also for others, you can edit some of the 'advanced' settings in night_vision.h for things like changing the colors as Kraizer has done here for B/W vision - I have some example color schemes in that file as well.

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Grokitach
Grokitach

Oooooh man that's so good :D

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]{oNtrAst
]{oNtrAst

(Google TL)
I remember that in the old versions there was an animation of turning on the headlamp when the NVG was turned on, when will it be again?

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theRealBeef Author
theRealBeef

v1.1 I will add some more animations, not just for player character but also for the nvg effect itself, such as flipping up NVG effect

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Guest
Guest

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Guest
Guest

Will it go to the boomstick?

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theRealBeef Author
theRealBeef

There can be some problem with the boomstick nightvision scopes and the current NVGs, but I don't know if it would crash or simply not work correctly. There will be no issues with the rest of boomsticks, and I am working with Mich to help him with updating his scopes that use my old nv shader to use the new one.

To answer your question more directly,you should have no issue with boomsticks so long as you don't use the NV scopes patch.

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Shizukesa
Shizukesa

Put everything in the correct order and with all the patches, but Pastebin.com
I also use B&S

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theRealBeef Author
theRealBeef

Something is overwriting either pp_blur.ps or night_vision.h, more likely night_vision.h

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Shizukesa
Shizukesa

As a result, B&S is rewriting night_vision.h, but when corrected, it appears like this
(53,16): error X3013: 'calc_vignette': function does not take 2 parameters

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theRealBeef Author
theRealBeef

Are you using the NV scopes patch for B&S? If so, that will be the problem, it must be updated to using v1.0's new pipeline. I didn't see this conflict at first since I have been using B&S while testing the NV scopes, and in some ways it is indispensable since it adds lasers to weapons (and the next update of B&S is likely to include the ability to turn on / off lasers)

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prezidento
prezidento

I have the BaS nv scope patch disabled yet I'm experiencing the same crash.

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morgannoor1991
morgannoor1991

can u make work for dx8? i realy love your mod

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theRealBeef Author
theRealBeef

I will make a pared down version for dx8/9 one day, since I don't think I will change the pipeline for a 5th time. Unfortunately, a lot of features will have to be stripped out and refactored to make it work ...

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trucker09
trucker09

Nice.... I'll gonna try this new version, but I will deactivate the BAS NVG Scope patch, just in case hehe

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Dalex404
Dalex404

Привет автор!
столкнулся с проблемой я поставил новую версию beef shadeer nvgs (я пытался зарегаться на imgur но пишет что в моём регионе нельзя) у меня установлено в след порядке
Beefs_Shader_Based_NVG_v1.0.1
Beefs_Shader_Based_NVG_v1.0.1 - Glossy SSR patch
Glossy_SSR_0.13
GLossy_SSR_0.13 water optional
GLossy_SSR_0.13 nvgs patch (на старой)
и не работает на новой версии
а когда на старой было то все работало что делать?

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theRealBeef Author
theRealBeef

попробуйте этот список

Glossy_SSR_0.13
GLossy_SSR_0.13 water optional
Beefs_Shader_Based_NVG_v1.0.1
Beefs_Shader_Based_NVG_v1.0.1 - Glossy SSR patch

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Dalex404
Dalex404

я поставил в таком порядке после чего зашел в игру
создал новую игру и прописал себе 3 фонарика с ночным виденьем проверил каждый нажимаю N но ничего не работает а включается только свет L

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theRealBeef Author
theRealBeef

Вы удалили кэш шейдеров?
Так же, аддон меняет управление ПНВ:
Для включения/отключения необходимо зажать N.
Короткое нажатие на N регулирует яркость.

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Dalex404
Dalex404

Странно я вроде ничего не удалял а нажатие на N не удерживая ничего не происходит и долгое нажатие тоже не работает

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theRealBeef Author
theRealBeef

Если при длительном нажатии N (более полсекунды) вы слышите шум,но худ ПНВ не отображается, шейдер работает некорректно.

Если при длительном нажатии N (более полсекунды) не включается ни худ ПНВ, ни его звук, ни ночного видения, значит, скрипт работает некорректно возможно его перезаписал другой аддон.

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Dalex404
Dalex404

Спасибо большое помогло оказывается теперь на удержание N работает 100/10

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theRealBeef Author
theRealBeef

Доброй охоты, сталкер

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RamseySparrow
RamseySparrow

hey theRealBeef, since on you're on fire recently, I have a mod suggestion:

let grenades, anomalies and critical damage attacks have a chance at damaging the side of your equipment you usually take for granted: NVGs, PDAs, flashlights, detectors.

This would make them less of a permanent one-off purchases you take for granted, turning them instead into good succeptible to damage as any other in sometimes very undesirable situations (night escapade far from home where you take a critical hit into your NVGs).

While implementing damage system to those items similar to weapons may be difficult (I don't know, it's a semi-educated guess), two simple alternatives would be to either make such item completely despawn from player inventory (destroyed... puff!) or simply making them loose all their battery charge whenever a check for damage comes back positive.

I always disliked how those things were a one off - once you had them you took them for granted for the remainder of the game, risk-free.

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Valley_of_Snow
Valley_of_Snow

Not a bug regarding beef's mod, but if you use a retexture for gunsight reticles, you run the risk of having bloom become overwhelming to the point you may not be able to use the optic at all during NVG use.

I am using bert's Moddb.com for reference, and the Kobra sight retexture is unusable on anything below a threshold for washout setting of 0.9. Again, not an issue with this mod and removal of the offending sight texture will fix the issue, but it's something to keep in mind perhaps. Everything else seems to be working as intended on the v1.0.1 release of Beefs NVG's for 1.5.1.

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theRealBeef Author
theRealBeef

In chasing realism sometimes it makes things more complex in a game. The easiest answer is to get adjustable brightness for the scope reticles so they can have a day and a night mode ... it's on the 1.2 figure-out-how-to-do list anyway, perhaps triggered by turning on NVGs. Green lasers and sights from B&S also get washed out but red do not (as much) due to the YUV conversion that I use to pack the image data into a single channel in order to manipulate the lightmap and albedo in the other two color channels.

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Valley_of_Snow
Valley_of_Snow

I hope you're able to keep making progress on your mod and don't run into any more issues now that you've gotten it into a state you're happy with. I was able to add v1.0.1 to my extensive load-order today thanks to the newly found compatibility for other mods, including shader-based 2d scopes and if I'm not misremembering, Food, Drugs & Drinks animations and perhaps Groks masks. I've played with it a little more since installation and noticed binoculars have trouble displaying properly under NVG unless you activate it post-zoom.

I'll try to keep track of any other issues I may find during testing, and I'm eager to see what else you do, Beef's NVG's or otherwise. :D

Edit: Just a stray thought, but perhaps either as a part of or post-release of v1.2, you could redo binoculars entirely as an optional addon as they have NVG upgrades. It occurred to me when I saw you were also considering tweaking other devices/items.

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theRealBeef Author
theRealBeef

I've added fixing the binoculars to the todo list for 1.1, thanks for the heads up

As far as the long term nvg upgrades for bino stuff, its also a pretty good idea, but I have to keep 'scope creep' or whatever its called within check, so that I finish what's in front of me before adding too much to the todo list, but its not a bad idea. Thanks for sharing :)

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NCR_Trooper
NCR_Trooper

is this ready for DX8? :D

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theRealBeef Author
theRealBeef

It's almost at the stage where I know I won't be rewriting pipeline in the future, I just need to add all the MCM features that will need to talk to shaders first and have a long talk with the bottom of a few bottles of liquor and then I'll have the strength to write some DX8/9 compatible version.

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NCR_Trooper
NCR_Trooper

awesome, can't wait :D

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bandit1379
bandit1379

This is awesome great work! Adjusting brightness is wonderful, would it be possible to add a sound to that?

Definitely looking forward to the fix for those thermal colors, at least turning scope_blur_inner to 0 is a quick temporary fix. I'm not sure if you already know, but there seems to be a bug where if you have NVG on and then look through the binoculars, it's just black. Works find if you look through binocs and then turn NVG on. Maybe just me.

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theRealBeef Author
theRealBeef

In next update the shader scopes patch will keep your original scope_blur_inner value when you don't have nvgs, and disable it when you are using nvgs, then restore it afterwards.

Adding a sound to brightness adjustment is a good idea, I've added it to the v1.1 todo list

I also added fixing the binocular error to the 1.1 todo list.

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bandit1379
bandit1379

Hey think I found another lil bug, using Gen 3 night vision & if I zoom in it changes from a quad tube to a single tube, same if I switch from scope to iron sights with Alternate Aim mod. When I zoom back out it switches back to a quad tube. If I zoom in then turn NVG on, it's quad tube with the thermal-looking colors outside, but when I zoom out and zoom back in it's back to single tube. (I don't remember if that was happening a few days ago when I installed, but don't think I changed anything either.)

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theRealBeef Author
theRealBeef

I did this when shader scopes is enabled as my only real option with shader 2d scopes because there's some conflict with the two shaders that I can't easily resolve, so when you zoom in and shader scopes takes over it needs to switch to a single tube or the data packing gets displayed instead of the actual NVG image.

I've got some progress to make on differentiating between the shader 2d scopes and ironsights

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bandit1379
bandit1379

That's better than nothing or wonky colors I suppose. Would it be possible to make it differentiate between scoping in with the scope and scoping in with iron sights through Alt. Aim mod? If not, same as above...

(Normal iron sights with no scope attached work fine, to clarify.)

Bloodsucker's seem to have the washout effect from lights applied to them when they are cloaked, makes those suckers even easier to kill with NVG, unfortunately.
I.imgur.com

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theRealBeef Author
theRealBeef

I'll take a look at the alt sights

As far as bloodsuckers...damn

I'll see if I can do anything about this, but if not then I'm gonna chalk it up some explanation like 'their skin absorbs visible light and emits it in NIR band so that they can become invisible but if you're wearing NVGs then they show up better' or some **** and call it a feature not a bug ;)

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bandit1379
bandit1379

"call it a feature not a bug ;)"

Yes, I am familiar with the S.T.A.L.K.E.R. games =P

Honestly it is still a little difficult and jarring, you go from able to track them when they are invisible to suddenly having to adjust to them not being a washed out blob when they get closer and attack. Especially difficult if there are other washed out blobs of light around you.

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