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GSBmodders

creating a custom effect?

any have any idea how to create a custom targeting effect to work when eqiupping a pair of goggles? I'm trying to create something like this

t0mgk1.jpg

(it looks terrible i know, but it was only a 1 min photoshopping)

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Green overlay or the target box? The green overlay is easier you can do that with a imagespace modifier. Prolly the best example would be to look at project nevada since it does that already. As for the target box? Well that's tougher, unless someone's figured a way around it. The targeting reticule is specified from the interfaceshared0.dds file. Though I don't know if you can specify your own reticle itself. Maybe you could do a second overlay with an alphamaped dds into the imagespace?

Then again maybe I'm just overtired and inanely ranting. :)

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Green overlay or the target box? The green overlay is easier you can do that with a imagespace modifier. Prolly the best example would be to look at project nevada since it does that already. As for the target box? Well that's tougher' date=' unless someone's figured a way around it. The targeting reticule is specified from the interfaceshared0.dds file. Though I don't know if you can specify your own reticle itself. Maybe you could do a second overlay with an alphamaped dds into the imagespace?

Then again maybe I'm just overtired and inanely ranting. :)[/quote']

I think Project Nevada has a custom reticule sight, maybe pull it apart to see how it works.

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thanks for the advice, i'll have a look at Nevada.

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There's another mod out there that puts up like a radar showing 360 around you where enemies are that might be easier to pull apart and examine than nevada is.. then again, it might be harder.


/>http://newvegas.nexusmods.com/downloads/file.php?id=40651

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For weapons, the sight is found in the "scope model" entry of the weapon.

The sniper rifle for example uses:

interface\HUD\mildotscope.NIF

The 44 magnum revolver uses:

interface\HUD\duplexscope.NIF

The trail carbine uses:

interface\HUD\biggamescope.NIF

The textures are defined by the NIF and not set in the esp though you can use the scope alternate textures to do so if you wish.

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For weapons' date=' the sight is found in the "scope model" entry of the weapon.

The sniper rifle for example uses:

interface\HUD\mildotscope.NIF

The 44 magnum revolver uses:

interface\HUD\duplexscope.NIF

The trail carbine uses:

interface\HUD\biggamescope.NIF

The textures are defined by the NIF and not set in the esp though you can use the scope alternate textures to do so if you wish.

[/quote']

Thanks for this info, it's what I see as being good news since I have been having difficulty in trying to set textures in a esp like I see others doing.

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