themrdemonized / STALKER-Anomaly-modded-exes

STALKER Anomaly exe edits with patches by community
125 stars 26 forks source link

Different FOVs in Shader Scopes #14

Closed donizettilorenzo closed 1 year ago

donizettilorenzo commented 1 year ago

Base Anomaly 1.5.2 installation, no other mods installed Deleted Shaders Folder sds_enable ON

000_shader_placeholder.db0 is necessary?

For the test I'm using an ACOG scope on the basic submachine gun (starting items)

themrdemonized commented 1 year ago

readme tells to unpack everything

donizettilorenzo commented 1 year ago

Still not working (r__fakescope is set to 1)

https://postimg.cc/N9Tp3Q7C

_scope_2dtexactive 0 scope_blur_inner 0.2 scope_blur_outer 1. scope_brightness 1. scope_ca 0.0066 scope_factor 0.66 scope_fog_interp 0.15 scope_fog_radius 1.25 scope_fog_sharp 4. scope_fog_swayAim 0.66 scope_fog_swayMove 0.25 scope_fog_travel 0.25 scope_radius 0. sds_enable on sds_speed_enable on sds_zoomenable on

themrdemonized commented 1 year ago

its the 3d scope, shader scopes only applied to 2d overlays (for example svd or gauss scope). To get 2d overlays to other scopes download the mods for them, for example Scope Overlayer from DLTX Minimod Pack

donizettilorenzo commented 1 year ago

Oh, thanks!

donizettilorenzo commented 1 year ago

Addendum: now it works but I have a question! The original readme says:

"The mod will automatically adjust your weapons scope_zoom_factor to compensate, so you're not "adding" any magnification on top of the scopes magnification, just adjusting the difference in FOV outside and inside the scope."

But there is :| The "outside" FOV remains the same, it does not "scale down" to achieve the same magnification of scope_factor 1 so the "inside" FOV scale up

scope_factor 1 https://i.postimg.cc/JzRGjwQ0/Anomaly-DX11-AVX-2023-02-05-19-52-20-487.jpg

scope_factor 0.5 https://i.postimg.cc/Hs9LYZCg/Anomaly-DX11-AVX-2023-02-05-19-52-35-997.jpg

So there's something wrong here! See the "reference" image: https://media.moddb.com/images/members/5/4509/4508587/profile/factors.png

IMHO the perfect solution for the shader is to be applied to the OUTSIDE, scaling down the frame AND then blurring it! In other words the better solution is to make it work in "reverse".

themrdemonized commented 1 year ago

i'll see what can be done, i'm not a shader dev so the "perfect solution" is undoable for me, but the fov difference i can check

donizettilorenzo commented 1 year ago

I can just forward the issue to the original author of the mod

donizettilorenzo commented 1 year ago

Any news? I hope I've explained the problem (there's "too much zoom" where there must be none, the mod was originally intended to preserve the original zoom level of each scope and "unzoom" the rest of the frame around)

themrdemonized commented 1 year ago

no solution to that yet, done when its done

themrdemonized commented 1 year ago

So from my tests, the problem only affected by scopes with changeable zoom levels. It works as intended with static scopes. After changing scope_factor you need to switch sights on a gun, or if its not possible, restart the save. I'll try to fix it along with some other issues i found, for example zooming in with grenade launcher while having dynamic zoom scope mounted

donizettilorenzo commented 1 year ago

And for the scopes needing the DLTX overlayer?

Il giorno dom 26 feb 2023 alle ore 08:35 themrdemonized < @.***> ha scritto:

So from my tests, the problem only affected by scopes with changeable zoom levels. It works as intended with static scopes. After changing scope_factor you need to switch sights on a gun, or if its not possible, restart the save

— Reply to this email directly, view it on GitHub https://github.com/themrdemonized/STALKER-Anomaly-modded-exes/issues/14#issuecomment-1445287906, or unsubscribe https://github.com/notifications/unsubscribe-auth/AAOZJ3OETHB42RVQWKSCK7LWZMBSHANCNFSM6AAAAAAURUY3P4 . You are receiving this because you authored the thread.Message ID: @.*** com>

themrdemonized commented 1 year ago

shader scopes works only on 2d overlays period

donizettilorenzo commented 1 year ago

I mean the zoom factor. Tested and yes, it works with 2d overlayed 3Dscopes AFTER a savegame reload! Thanks!

donizettilorenzo commented 1 year ago

I can confirm that using a scope switching mod it's possible to obtain the same result of loading a savegame :)

That's only one last thing, as I've said before: the perfect solution for the shader is to be applied to the OUTSIDE of the scope, scaling down the frame - and not to scale up the inner part of the scope - and then blurring it! In other words the better solution is to make it work in "reverse" so you get the inner part crystal clear (as everyone wants+some decorative noise/dirt layer) being just the FoV narrowing down

themrdemonized commented 1 year ago

Fixed in the latest build