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Picture-in-Picture Vanilla Optics Replacer

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    [MODLET] Picture-in-Picture Vanilla Optics Replacer

    This modlet replaces the vanilla 2x, 4x, and 8x optics with versions that utilize picture-in-picture rendering for a more modern feeling firearm experience.

    Screenshots:






    Video:


    Notes:
    All replacement scopes have functioning illuminated reticles. The red portions seen in the above screenshots are very visible in low-light conditions.
    Performance impact is negligible, at least on my i7 Y500 with SLI 650ms.
    Certain weapons have the front sights visible within the optic. Without the use of risers this is unavoidable, but I may release a version that adds risers where needed to remove the front sight from the FOV.
    This modlet, and my other 'replacement' modlets, do not actually overwrite any of the vanilla files and can be installed/uninstalled on an existing save with zero ill effects. They should also be compatible with other modlets that alter weapon properties as long as this mod loads first (which is why the names start with AAA).

    Installation instructions:
    Extract archive to mods folder.

    Changelog:
    1.0: Initial release
    1.01: Minor adjustment to 2x scope materials
    1.02: Slightly increased zoom level of 2x scope, minor adjustments here and there.

    DOWNLOAD

    Any and all feedback is greatly appreciated, thanks!
    Last edited by Sykriss; 4 weeks ago.

    #2
    Updated to version 1.02, increasing the zoom level of the 2x scope slightly, along with some minor tweaks. Would love to hear some feedback!

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      #3
      Are your modlets on the mod luncher?

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        #4
        Originally posted by Odetta View Post
        Are your modlets on the mod luncher?
        Not to my knowledge, but if this is something that many folks would like, than I could put them on there

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          #5
          I know I'd use them for sure.

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            #6
            Originally posted by Odetta View Post
            I know I'd use them for sure.
            I've set up a github and have all of my mods pushed there so far, and I've sent an email to SphereII to have my modlets added to the launcher. Should be on there soon! This will also be good for future use when I make a consolidated modlet post.

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              #7
              Nice!

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                #8
                Tried running this on a server me and my friends have and noticed a problem when 2 or more people use the same type of scope.
                When 2 people using the same scope zoom we dont see through our own scope but through each others scopes.

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                  #9
                  Originally posted by helmut View Post
                  Tried running this on a server me and my friends have and noticed a problem when 2 or more people use the same type of scope.
                  When 2 people using the same scope zoom we dont see through our own scope but through each others scopes.
                  Interesting. I hadn't done any testing in MP so this is new to me. It probably has something to do with two of the scope 'cameras' existing in the world at the same time and the object references getting confused. Honestly not 100% sure how I'll fix it, might fiddle with the gameObject hierarchies a bit and see what happens.

                  Edit: I have a theory that might work, though I don't have the means to test it myself; give me a few minutes to package and upload it.

                  Edit 2: Patch is uploaded, download it HERE. Hopefully this fixes it, if not I think I'll have to get a bit more creative.
                  Last edited by Sykriss; 3 weeks ago.

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                    #10
                    ill give it a try next time we start up the server. will post back here if it resolves the issue.

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                      #11
                      gave it a try and it works great now. no bugs encountered we can both use the scopes at the same time. Great work with the mod

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                        #12
                        That's actually awesome, I was a bit worried about possibly having to split it into a client side and host side modlet. Really glad to hear it!

                        Thanks for the bug report and feedback btw, it is appreciated

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                          #13
                          This should be standard for Vanilla. Seriously. You're doin' the lord's work, brother. Awesome, awesome, awesome job! It would be awesome if this could work with all gun scopes across all gun mods.

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                            #14
                            Originally posted by DaHeiRenX View Post
                            This should be standard for Vanilla. Seriously. You're doin' the lord's work, brother. Awesome, awesome, awesome job! It would be awesome if this could work with all gun scopes across all gun mods.
                            Thanks! I agree, the vanilla scopes are legitimately pre-2000 era. Lol. After making and using this mod I can't imagine myself going back.

                            Making other mod scopes PIP would be a collaborative effort between the other mod author and I, as I start by modifying the scope model itself in Blender, then I export it to Unity and build the functional parts of the scope there. So I would need access to the scopes model source file, or have a modified version provided to me. But it's definitely possible! I do plan on making a separate mod from this one in the future that adds some new optics to the game, such as a 6x, a holographic, and some others, but I wanted to get the vanilla replacer mod out first as a foundation to build upon (didn't want to add *new* nice PIP scopes that would clash with the vanilla ones). Can't say exactly when though

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                              #15
                              Nice job on these. I added extra cameras in the game on modlets like the CCTV modlet and cutscenes in WinterProject, so I know the issues that can come up with using them. Have you tested how time of day effects the viewer screens brightness? What's the FPS impact of using each scope? On your 8x scope, the narrow rendering angle will minimize any fps issues, but on the lesser magnifications you may notice a small hit. If the brightness changes on the scope, you can mitigate that somewhat by not rendering certain layers on the cameras. I noticed your using the default unity setting for the culling mask, which caused me issues until I adjusted that on the CCTV cams. Anyway, great job, and if you do have issues later just ping me and I can give you some additional info.

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