Are characters arms and weapon supposed to be transparent when using this mod? I checked a few videos, and they are not. Is that issue on my side or something I can fix? Just reinstalled the game to play with this mod...
Hey, a while back, I ported the original mod to Zeta. I intended to release it sooner, but wanted to wait until Zeta was developed enough. I've also ported Aaom's Improved Framework and updated it to have a mod menu with camera settings and a more convenient way to switch camera presets. I'll be releasing this shortly since it might help modders out.
Since the permissions of this mod are open, I'd like to implement this mod as its own FPS mode for the port, if that's alright with you.
Anything ever happen with this? There's half a dozen different 1st person mods for TPP if not more and they all seem to do more or less the same thing without showing anything from the player character. Is there one out there now that has this figured out?
Loving this mod so far, rly nice job. Helicopter view is a bit off at certain angles with the view clipping thru the ACC roof lol - but it's not an issue. A future addition could be to have it switch to third person view during CQC, like it does when taking cover etc.
Question: Is there a way to make your gun visible when you ready your weapon? I've seen it work in a mod for GZ, as seen here. Would love to see this eventually.
Technically this is implemented but it is complicated. The dither effect has to be overridden and I'm not sure of a way to do this without cheat engine. There are solutions out there I have tried but couldn't get working... I am a bit angry at the youtuber for not crediting the mod or anything, so I can't be sure how this is being achieved. If I do figure it out I'll be sure to make it part of the mod.
For the helicopter issue, it is complicated since there isn't a flag that lets you know you are in the helicopter AFAIK, so I can't detect it... For CQC I have actually implemented this on my end but haven't pushed it as an update since I'm not entirely happy with this delay that exists between when you grab the enemy and when it goes to 3rd person.... Maybe I should just update anyway :/
Hey, I've worked on that. GZ had a way to basically put the camera directly on the head bone and it was pretty much all you had to do to make it work, no need to fix the dithering. afaik, there is nothing like that exposed in TPP and the currently known method to make a First Person view in there is a hacky version of that.
man of all times to randomly think "hm i haven't played MGSV in years I wonder what the mods are like now" and seeing quality FP camera mods, Krokodil heli swap with animations, and the refined, aesthetically-perfect realistic gun model mod all done is crazy. Bout overdue for a replay, I guess
idk how it is posbile in this game to so smoothli transision betwen fpp and ttp, the horse riding is like in red dead now its great but sadly the invis weapons are not great and in the acc the cam shows the second acc that is outside its the first thing i see while turning on the game :P pls fix
Yes it is possible! In the lua file included with the mod download, the "focal length" values control the FOV of the game. Sadly I don't have a good conversion formula or anything for you, so you'd just have to play around with those values until it looks good :D
Aye brother heres a link to the dithering cheat table you were talking about, the guy stated something about him being able to turn the dithering on for arms and body but i think if you were able to josh with it and get only the head to dither then i think it would fix the clipping issues, ill also attach my values because i have it pretty close with the cheat table cam combo - im running mine out of infinite heaven
local offset_x=0.15 local offset_y=0.675 local offset_z=0.20 local offset2_x,offset2_y,offset2_z,aim_correction,riding_horse,riding_car local custom_distance=-0.25 --Vanilla focal offset value local focal_offset=4 local focal_offset2=11 local custom_cam_auto=true
formatting is a bit borked but the values should have it to about eye level with minimal head clipping hope this helps brotha
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Since the permissions of this mod are open, I'd like to implement this mod as its own FPS mode for the port, if that's alright with you.
Question: Is there a way to make your gun visible when you ready your weapon? I've seen it work in a mod for GZ, as seen here. Would love to see this eventually.
For the helicopter issue, it is complicated since there isn't a flag that lets you know you are in the helicopter AFAIK, so I can't detect it... For CQC I have actually implemented this on my end but haven't pushed it as an update since I'm not entirely happy with this delay that exists between when you grab the enemy and when it goes to 3rd person.... Maybe I should just update anyway :/
https://drive.google.com/file/d/1Kec1bBAEJjk9WLcb7RKJVRtZSWT1S1Hy/view
local offset_x=0.15
local offset_y=0.675
local offset_z=0.20
local offset2_x,offset2_y,offset2_z,aim_correction,riding_horse,riding_car
local custom_distance=-0.25
--Vanilla focal offset value
local focal_offset=4
local focal_offset2=11
local custom_cam_auto=true
formatting is a bit borked but the values should have it to about eye level with minimal head clipping hope this helps brotha