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Preview - (slightly outdated)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- v0.85 - updated for RC19 compatibility - patches may be out of date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.
Hello,
I just want to point out that the config file is extremely wrong and so many things are not clear or bad.
The best example I can give is the blur part:
// NVG BLUR OPTIONS: (DEPTH INFLUENCED, CLOSE OBJECTS ARE AT MAX BLUR, FAR OBJECTS ARE AT MIN BLUR)
#define gen_1_min_blur_factor float (0.25) // Gen 1 - minimum blur applied to image (at far distance), 1 is no blur, higher is more
#define gen_1_max_blur_factor float (0.95) // maximum blur applied to image (at camera)
#define gen_2_min_blur_factor float (0.2) // Gen 1 - minimum blur applied to image (at far distance), 1 is no blur, higher is more
#define gen_2_max_blur_factor float (0.8) // maximum blur applied to image (at camera)
#define gen_3_min_blur_factor float (0.1) // Gen 1 - minimum blur applied to image (at far distance), 1 is no blur, higher is more
#define gen_3_max_blur_factor float (0.6) // maximum blur applied to image (at camera)
Here you say that 1 is no blur and higher is more. So first off that means gen 1 have less blur than gen 3, which feels off.
Next, it's written Gen 1 on the desc after // but it's fine.
And finally, 1 is FULL blur not NO blur, I have tested it by setting it to 1 and it's more blury than the original settings.
And there is so many things like that, considering it's already a pain to restart the game and load to test new settings, making the whole document false doesn't make things easier, it's very frustrating.
There's also a lot of settings that I personally do not understand at all, and I'm probably not the only one because effects of changing this or this setting isn't always easy to understand (the mistakes not helping that of course).
I would suggest a total rewrite of the config file, just go in, read everything, you must know what every settings do since you're the creator so that shouldn't take years to rewrite. At least doing that until you do some correct in-game settings like you planned.
Thank you for reading,
Have a nice day
You've got a few things wrong. For example:
You say: "Here you say that 1 is no blur and higher is more. So first off that means gen 1 have less blur than gen 3, which feels off."
If you pay close attention to the file, you will see that the variables differ in min and max.
See here:
gen_1_min_blur_factor float (0.25)
--> Gen 1 has applied far distance blur value of 0.25.
Now see this:
gen_2_min_blur_factor float (0.2)
--> Gen 2 has applied a lower far distance blur value than Gen 1.
The variables in between are defining the max blur values.
And now you can see that Gen 1 has the highest blur values while higher Gens have lower blur values. Keep in mind that every Gen has 2 configuration lines for each blur definition: min blur factor and max blur factor. After these come the next Gen.
So the file is absolutely right. You just didn't pay enough attention to it :)
Shader development is a tricky thing. So you can be certain that this guy knows what he is doing.
Thanks, but it's also not very intuitive currently - it will be much easier to use an in-game settings menu, or at least be able to tune fewer options in order to achieve more specific results without them interacting with each other and requiring hours of guess and check, as they currently do.
Thanks - and yes, the comments in the config aren't 100% correct anymore unfortunately, as it's on its third rewrite and therefore some things aren't clear and/or are now incorrect.
That's why I'm working on the new version that uses an entirely new rendering method to avoid all the troubles we're currently having with brightness varying between machines and the fact I can't implement an autoexposure feature with the current way.
pls help XD
I know it's against the mod's idea, but is there a way to edit the new nightvision shader to be applied fullscreen just like in vanilla, so that I'll have the vanilla nightvision format with better visuals?
yes - current version if you do so the bloom still shows up, but in the new version it will be configurable
Can this be used with agressor too ?
Would the future 1.0 release allow you to edit the Gen3+ Oracle to look like white-hot FLIR or full-color like in here: Moddb.com ? It would be more fitting than the current blue-hue version
There is no way to change the offset for the gen 1 yet right, that's coming soon?. I'd love to run the gen1 on the right like a PVS-14 setup lol
Damn I just removed that from the version I'm working on, I guess I'll make sure to keep that in if someone will use it
Great mod! Good job! Stay'n tuned for fruther updates =) Ingame impression from a good shader one NVG's is really awesome, great approach!
Any idea why the turn on animation doesn't play when I turn on the NVGs? I'm already using the animation pack and the animation plays if I turn on my headlamp.
feel fried's doesn't include animation for headlamp and he wasn't interested in adding one unfortunately
I installed Provak's mod and then I found out my NV turned off when im aiming with scope
I installed this addon and my problem goes away but another problem came:
when I aim multi night visions became active (one on my face, another on the scope)
and then I can't see anything. (sorry for English)
Can you help me??
probably there is some conflict with the provak pack and the nvg script, unfortunately fixing that would require some reworking of scripting
I was having big issues with the NVG's being way too bright like Snp435 is experiencing. However, I was able to tone down the brightness without changing the effects too much by applying a .75 multiplier to the NVG COLOR OPTIONS section (I just edited the values to be 3/4 of their original value). It could probably be brought down even more if you have a very high contrast monitor (I'm using a VA HDR monitor for reference).
With that change I can now wear NVG in twilight and it's not excessively blown out, and it is also easier on my eyes playing in a dark room with NVG on.
Edit: I stand corrected, it's still waaaay too damn bright. I can only use the NVG's after 10PM and before 4AM. Keybinds to adjust gain would be really, really useful here.
absolutely, but there's no easy way to adjust the 'gain' in the current version without have to rebalance a hundred other settings. new version i'm working on is still WIP but fixes most of the frustrations i have with the current implementation
I figured that was the case. I still use your NVG's because they are awesome, if only it was possible to add a filter over the top of the nvg viewport which applied a multiplier to the RGB values...
hey bro you should add an infrared flashlight when you turn on nightvision that would be pretty cool
its on the nice to do list, likewise it would be nice to add ir pointers so that you can't use nvg and look down some optic at the same time, but that's long-term goals
As an update, I've got some solid progress on the new pipeline, I'll be done shadering sometime in the next couple of weeks and then it'll be adjusting to get some good presets. After that, it's time to work on my mortal enemy - LUA scripting.
I won't hit all my original goals for v1.0, since when I made them I didn't really plan on doing a third ground-up rewrite of the entire pipeline. However, it'll keep all the current capabilities of the NVGs and improve the visuals a bit more and make it actually adjustable.
Some things that will likely get pushed back to v1.1
-glitch effect when NVGs are in low condition, when you take a hit, and during blowouts
- a turn on / turn off effect (think how old tube tv turns on /off)
- IR illuminator / pointer
- light glare/washout that takes into account whether an enemy headlamp is pointed directly at you or just
- options menu / mcm integration
Edit: forgot to mention, probably mid-December for v1.0
Oh hey, youre still alive! Ive been sitting on the current (rather broken) for a good few months now, but i can only limit myself to using it during pitch darkness outside. Theres a mod that automatically changes light setting depending on the weather - perhaps you can look into that when it comes to the NVG setting in different environs?
Thanks for the idea, but it won't take into account changing brightness depending on whether you're in a well lit area or in the woods. Manual brightness control is preferable, although better would be autogating that mimics how newer NVGs do autoexposure. I haven't gotten a working autogating setup yet, so manual will suffice.
Hey, I've installed the mod, but I have a problem that my NVG's are too bright when I use them. I have tried lowering the brightness and tweaking the settings and deleting the shader cache but nothing seems to work. I cannot provide screenshots since I am a guest, but I am happy to send screenshots through a diffirent way.
Am I doing something wrong? I have the prosperity reshade installed, I'm not sure if that would affect the NVG shader.
Would you be able to help me solve this issue?
Thank you
Nevermind I just made an account here are some screenshots of my game:
Pasteboard.co
Pasteboard.co
Pasteboard.co
The whole overbright / overbloom issues are why I'm rewriting NVG shader from scractch for v1.0. _OPFOR did some changes to my NVG shader that may help in the meantime.
How do I set the monocle offset to the right? I see a preset thing in the shader file but have no idea how to activate it
It wasn't ever really implemented yet as most people disliked it, look for it in v1.0.
I don't seem to have animations for turning on the NVGs, do i have to enable them somewhere?
Animations for NVG stopped working in 1.5.1 because of updates to the base lua scripts and I'm too much of a shitcoder in LUA to get it working just yet
Archived, no future updates to this page.
v1.0 is released
Moddb.com
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when i use it i get like 30fps drop :(
+ when i use it the game renders more objects in far distance
how do i vignette effect applied on the border of NVGs
How do you change how bright lights are in this mod ?
did a clean install of anomaly 1.5.1, installed only this mod through MO2 and deleted shader cache, tried giving myself an NVG device via debug and didn't work
ok i did another clean reinstall this time not adjusting resolution or anything but now instead of not applying the nvg effect it crashes
Hello is it possible to remove the blur on the weapons plz ?