Introduces a shader based NVG effect to Stalker Anomaly, instead of the more limited .ppe effect. Currently replaces Gen1 thru Gen3 head mounted NVG effects. Can be expanded by modders to create additional effects, such as non-fullscreen NVG scopes and other possibilities.
Beef's NVGs v0.9 is archived for helping resolve any mods who have dependencies on it, v1.0 will be uploaded soon(tm).
Beef's Shader Based NVGs v0.9
Settings for "Best Visuals" still in-progress
Preview - (slightly outdated)
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MUST READ THIS SECTION
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Functions on DX10/11 only - future DX8/9 compatibility is possible, but I'm not touching it until after I get v1.0 of the NVGs completed.
After installing this mod or making any adjustments to night_vision.h, you must restart the game and select DELETE SHADER CACHE or changes will not take effect. The Anomaly launcher recompiles its shaders from the gamedata/shaders folder ONLY if this option is checked. Once you have done this once, you will not need to do it again unless you make changes to head_mounted_nvg_shader.h or other shaders.
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END MUST READ
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- v0.9 - complete rewrite, introduces tons of new bugs, but improves performance/adjustability
- v0.85 - updated for RC19 compatibility - patches may be out of date
- v0.84 - updated all compatibility patches for Feel_Fried's animations
- v0.83 - version update for the people who downloaded .82 before I ninja-updated an error
- v0.82 - added compatibility patch for Nav's Definitive Masks
- v0.81 - added two new configurations, brighter and brighter+arcade
- v0.8 - fixed distortion, improved effects, implemented new features, uploaded to MODDB
Installation Steps:
1: Install Beef's NVGs
2: Profit
Please provide any feedback or bug reports so I can get v1.0 out the door and into your hands.
Intent:
I want to create NVGs for Stalker that mirror real-life NVGs, without overdoing it. Likewise, I also want these NVGs to be highly configurable, to allow users to edit them without having to dig through files to change lines of code. To achieve this, I created this shader-based NVG effect to fill what I saw as a missing piece of the Stalker experience.
Current features:
- NVGs allow unaltered, but somewhat limited, peripheral vision, since real-life NVGs do not fully obscure the entire FOV of their users
- NVGs are depth aware now, dimming far objects (with the exception of light sources) to mimic light attenuation
- Another depth effect, close objects are blurred, mimicking the limited DOF that NVGs have
- CRT, noise, and scintillation effects are added to mimic the visual effects of image intensifier tubes
- Washout on overlight bright objects is implemented (although can produce visual artifacts at times still)
- NVG color satuation is adjustable
- Adjustable vignette effect applied on the border of NVGs
- Added the headlamp switching animation to the NVG enable/disable effect
- Improved bloom effect, although it can't be further improved until further shader pipeline improvements :(
Partially implemented:
- Gen1 NVGs have multiple pre-configured options allowing for offset to the L or R, or centered, no keybind or user-selectable option created yet
- NVG color satuation, vignette, noise, blur, light attenuation, and many other settings are easily adjustable and fully commented with descriptions in night_vision.h, but not yet available to edit once in-game (will add options tab in future implementation)
Future implementation:
- Create tab within the options screen allowing users to select various presets or create their own preset for each NVG generation
- Create a visual turn on / turn off effect beyond the vanilla sound effect
- Add 2d overlays for greater immersion at the cost of peripheral vision
- Create or assist modders in implementing the NVG shader for 2d and 3d scopes.
Pls update for newest version of food and item animations!
I support, please update compatibility with Food_drug_and_drink_animations
It is done
thx
It was reasonable to do, so I delivered :)
I'll get v0.9 of my NVGs out shortly after RC19 comes out. Significantly better performance and visuals so far.
Hey, I think food etc animations was just updated again yesterday, just a heads up.
bob saget
Having trouble trying to recompile the shader cache. Getting the "your video card does not meet requirements" error with a RTX 2080ti running Anomaly RC19 in DX11. I've pared down to just Anomaly + NVG (using the brighter config preset) and can reproduce the failure. If I then delete NVG and rebuild the cache it works. Any ideas?
To add a bit more info. I've got a 21:9 ultrawide (3440x1440), I thought perhaps the aspect ratio might be the problem but running the game in a 1080p window didn't help. (Although if the shader is using screen resolution rather than game resolution that might not help.) I assume the .h file is a c++ header file, I took a quick look through the code and didn't see anything obvious.
There is 1 file in the shader folder which is incompatible with RC19 unfortunately.
Sorry for the delay, but it has been updated for RC19 now.
I've been working on the refactored NVG shader for v0.9 and hadn't even tried the v0.8 on RC19 yet ...
Sorry for the delay, but it has been updated for RC19 now.
I've been working on the refactored NVG shader for v0.9 and hadn't even tried the v0.8 on RC19 yet ...
Preview for v0.9
RC20? Do you have any information about it? Release date aprox.?
I don't have any information on that - I don't know if the devs are going to make an RC20 or if the next version will be 1.5 final, but the NVGs rely on some changes to the engine in order to get better blur / bloom and to reduce the performance hit almost to 0.
I see. You did great I am looking forward to use this awesome work of yours.
Good luck and keep up the good work!
I don't know why I didn't think of this yesterday but checking the logs for compiler errors:
! d:/games/anomaly-1.5.0-rc19\appdata\shaders_cache\r4\combine_2_naa_0.ps\409611110011000000000010000011033201110121000
! error: common_functions.h(43,34): warning X3206: implicit truncation of vector type
common_functions.h(63,2): warning X3206: implicit truncation of vector type
common_functions.h(68,49): warning X3206: implicit truncation of vector type
common_functions.h(100,2): warning X3206: implicit truncation of vector type
common_functions.h(308,24): warning X3206: 'Load': implicit truncation of vector type
common_functions.h(309,23): warning X3206: 'Load': implicit truncation of vector type
(24,10): error X1507: failed to open source file: 'visor.h'
I'm assuming the warnings are superfluous. I don't know enough about stalker shaders to have any insight as to why it can't find virsor.h.
Is it working with RC-19?
Im using only Boomstiks and cant use NVG after intalling this mod, it just turns on flashlight.
Sorry for the delay, but it has been updated for RC19 now.
I've been working on the refactored NVG shader for v0.9 and hadn't even tried the v0.8 on RC19 yet ...
You can see the preview for the v0.9 in the youtube link above
Please update version for rc 19 . How will I be now without this night vision
Sorry for the delay, but it has been updated for RC19 now.
I've been working on the refactored NVG shader for v0.9 and hadn't even tried the v0.8 on RC19 yet ...
You can see the preview for the v0.9 in the youtube link above
Thanks for the update. Patch for Feel Fried's Animantion are update too ?
Not yet, I wanted to get something out early today but updating that will come later tonight.
should be awesome if can be made a script that does break the nvgs if someone shoot you in the head and break your gasmask
Interesting idea - I would rather track NVG condition separately, but it's a good placeholder. I have enough variable settings and a glitch effect that takes place during emissions that are in the works for v0.9 that tying NVG condition to its actual function would be worth it for v1.0
The NVG itself looks amazing, this should become part of base Anomaly.
As a suggestion: please consider two simple modifications:
- make everything outside of the NVG field itself much darker, at some 90% or so occlusion.
- make the edges of the effect much more of a blurred vignette instead of a hard and sharp one - nothing should be remotely that sharp that close to the eye.
thanks, great work.
Thanks for the suggestions - I have two projects in the works, one with a 3d overlay for the NVG shader, and one with a 2d overlay. The 2d overlay function will be included in v0.9 of the shader, but the 3d overlay may not come until v1.0
Hello, can you make a single patch for Phil Freed's Animation + Grock's Mask Reflections + Powered Exoskeletons ?
Unfortunately I'm pressed for time, I won't be updating the compatibility patches.
In the upcoming v0.9, the shader based NVG system uses its own .script so it won't have compatibility problems.
Hi, RC 19 version does not work on DX 10, only DX 11.
OK thank you, I will look into it.
Dx8 пожалуйста когда будет??
К сожалению, DX8 не появится. Когда у меня будет v1.0 этого мода, сделаю DX9
are there any plans to cover the area surrounding the night vision in black so you dont see both normal and night vision at the same time? excellent mod btw.
Won't make it into v0.9 but will be in by v1.0 - It'll be better than just turning the edges black - I prefer being able to see around the outside since that's how it is IRL, but I understand the other side too so I'm working on 2d and 3d vignettes for v1.0
doesn't work with rc22 - error after launching game, related to shaders
please update it
I got burnt out - I'm back and working on it - it's a ground-up rewrite
a reason why it could not work is:
u need no patch anymore for Feel_Fried mod, use only Navs def Masks and Groks Reflection, it works
here a Message on Feel_Fried Mod food drug etc.
AHTUNG!!! #2.5 For anyone who created compability patches for my addon that changes actor_effects.script - PLS delete them because from ver 0.7b my addon no longer overrides it =)
Mine is the same. Shader complilation failed error
coming soon, stay tuned
it isn't updated yet to work with RC23 - v0.9 coming soon though - just got burnt out
Не работает на rc22 и 23, жду обновления
Скоро выйдет v0.9 - полная переработка мода
It's incredible, this is what stalker modding has been waiting for 11 years. Thanks!
Для русских: Мод пушка, спасибо )) Играю на 1.5.1 , работает без нареканий, очень буду ждать улучшений и обновлений :))
Thanks - still a ways to go until I will be happy. v0.9 isn't better in all ways over v0.8 since I rewrote everything and it has a lot of work still, but it has a lot more potential than the previous way.
Thanks, your work is awesome! 😎
Hi Beef, compatibility patch for Nav's mask is not out yet right? Love the nightvision effects.
No, I'm working on standalone .script so I don't have to write/rewrite compatibility patches. In the meantime you could manually merge if you "must" have both.
Update will be out with v0.91 later this weekend along with a couple smaller fixes - thanks for your feedback and patience!
Seems like a great addition to my list, I'll be waiting for the Dx8-9 update! keep up the good work don't push yourself too much!
(Sorry for my English, used google translate) Thanks for the great addon, but I ran into an incomprehensible bug, when using this addon + Patch for Feel Fried's Animantion (which plays hand animation when NVG is enabled), NVG first turns on and only then plays manual animation and... turns off NVG!)) (That is, one click on the" N " simultaneously turns on, and then immediately turns off NVG) It is noteworthy that if you press "N" twice in a row, everything will work in the right order. Could you fix this mistake?) I guess the problem is in actor_effects, but I couldn't figure out where exactly.
No problem at all. I don't believe that this addon required a patch to work with Feel Fried's since he removed his script components from actor_effects.script
You can try running both my addon and Feel Fried's without a path - If it doesn't work, I am working on a new .script currently for the NVG so that I can avoid compatibility issues with anyone in the future.
Hello, I'm reporting that headlamp switching animation to the NVG enable/disable effect does not work on 1.5.1.
That is correct - unfortunately I was not able to get the animation to play correctly for v0.9 of my mod due to complete rewrite of how the shaders, and therefore the .script, function.
Once I get everything ported to a standalone .script, I have many more functions that will enable things like low battery indicators, adjustable brightness, turn-on/turn-off animation for the night vision tubes themselves, and glitch effects when you have damaged night vision devices or during blowouts. As well as the headlamp switching animation. There is much yet to do for the NVG mod, and you'll see most of this as I slowly work my way towards v1.0 of the NVG mod
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