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Posted
I found one mod called "Sweet sniper" that claims to add some zoom steps to the binoculars. I couldnt get it to work. What I want to do with the binoculars is:
Make the very first zoom level (the one that zoom activates with) to have no actual zoom, i.e. - just like wearing regular goggles.
Then i would like to use the default zoom levels as the next zoom steps.
Then i would like the last zoom step to be something like 35.

I have looked all over this forum to find the answer to this. I couldn't find one. I hope someone reads this and can help...

Thanks
 
Posts: 3 | Registered: Sun May 14 2006Reply With QuoteEdit or Delete MessageReport This Post
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Guess since no one answered this in quite a few months, I'll step up to the plate.

Open up Scripts.pak with a your archive program.

Navigate to Scripts\Default\Hud inside the archive.

You'll see a file called Binoculars.lua.

Extract that file saving the directory structure.

Make a new folder under your Mods folder for Far Cry called Binoculars (or whatever). Paste the Script folder you extracted into that folder.

So if you used the folder Binoculars and Far Cry was installed to the default directory things would look like this.

C:\Program Files\Ubisoft\Crytek\Far Cry\Mods\Binoculars\Scripts\Default\Hud\Binoculars.lua

Next double click the lua file to open it.

Inside it you will see this.

Binoculars.Zoom={};
Binoculars.Zoom[1]={};
Binoculars.Zoom[1].Factor=2.0;
Binoculars.Zoom[1].TID=System:LoadImage("Textures/Hud/Binocular/binoculars_zoom_2");
Binoculars.Zoom[2]={};
Binoculars.Zoom[2].Factor=4.0;
Binoculars.Zoom[2].TID=System:LoadImage("Textures/Hud/Binocular/binoculars_zoom_4");
Binoculars.Zoom[3]={};
Binoculars.Zoom[3].Factor=6.0;
Binoculars.Zoom[3].TID=System:LoadImage("Textures/Hud/Binocular/binoculars_zoom_6");
Binoculars.Zoom[4]={};
Binoculars.Zoom[4].Factor=8.0;
Binoculars.Zoom[4].TID=System:LoadImage("Textures/Hud/Binocular/binoculars_zoom_8");
Binoculars.Zoom[5]={};
Binoculars.Zoom[5].Factor=10.0;
Binoculars.Zoom[5].TID=System:LoadImage("Textures/Hud/Binocular/binoculars_zoom_10");
Binoculars.Zoom[6]={};
Binoculars.Zoom[6].Factor=12.0;
Binoculars.Zoom[6].TID=System:LoadImage("Textures/Hud/Binocular/binoculars_zoom_12");
Binoculars.Zoom[7]={};
Binoculars.Zoom[7].Factor=24.0;
Binoculars.Zoom[7].TID=System:LoadImage("Textures/Hud/Binocular/binoculars_zoom_24");
Binoculars.CurrZoom=2;
end

Every zoom mode has a custom graphic for it. So if you wish to make the in game graphics match what's going on, you'll need to make custom textures for each zoom level. If you take few minutes to look at how things are laid out it should be fairly obvious how to procedd with editting. The Factor=whatever above determines what the zoom factor is for each step. If you wish to add in steps, the easiest way to make textures that I've found was to use the ATI Compressonator. For convenience, I'll not post a tutorial on how to do that at the moment.

Next step, only needed if you added steps.
Below the above section you should see this section.

ZoomView.MaxZoomSteps = 7;
ZoomView.ZoomSteps={
Binoculars.Zoom[1].Factor,
Binoculars.Zoom[2].Factor,
Binoculars.Zoom[3].Factor,
Binoculars.Zoom[4].Factor,
Binoculars.Zoom[5].Factor,
Binoculars.Zoom[6].Factor,
Binoculars.Zoom[7].Factor,

That section tells how many steps to use to get from the lowest zoom to the highest. Change to suit your needs (though the more steps you add, the more work that you'll have to do by adding in textures).



Notice that you have to define the same number of steps as in the previous section. In order to do what you wanted to do, which was make the first step a non zoom step, you'd simply have to change Binoculars.Zoom[1].Factor=2.0; to Binoculars.Zoom[1].Factor=1.0;

Hope you find this helpful.
 
Posts: 24 | Registered: Wed October 04 2006Reply With QuoteEdit or Delete MessageReport This Post
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