NVG filter is applied on equipping night vision goggles. Highlights destructibles and living beings. It is made of two parts: noise filter and LUT.
Parasite goggles (exe name) or TDG (Thermal imaging infection detector, game name) are equipped only during mission 43 (SHINING LIGHTS). They hightlight neck area (how?) and make everything darker a bit. Equipping them in regular missions does not apply filter - there is a specific flag check in tpp::gm::player::impl::ActionCoreImpl::UpdateEffectAndBatteryAboutGoggle
. Apparently NVG entity parameters (see below) do not affect parasite goggles (needs checking).
You have several approaches:
Properties are defined in chunk0/Assets/tpp/pack/collectible/common/col_common_tpp_fpkd/Assets/tpp/level_asset/weapon/NightVisions.fox2
name | type |
---|---|
owner | EntityHandle |
enable | bool |
colorCorrectionLUT | Path |
exposureCompensation | float |
switchOnCompensation | float |
switchOnEffectTime | float |
switchOffCompensation | float |
switchOffEffectTime | float |
tonemapThreshold | float |
tonemapRange | float |
name | type |
---|---|
name | String |
dataSet | EntityHandle |
visibility | bool |
scale | float |
offset | float |
cutScale | float |
cutOffset | float |
isForceVisible | bool |
color | Color |
radialSlope | float |
radialShift | float |
LUT path for NVG is /texture0/Assets/tpp/effect/gr_pic/lut/common_nvg_a_FILTERLUT.ftex
, loaded by NightVisions.fox2
(see above).
Parasite goggles use /texture3/Assets/tpp/effect/gr_pic/lut/common_wvg_a_FILTERLUT.ftex
, which is loaded by chunk3/Assets/tpp/pack/location/mbqf/pack_common/mbqf_common_fpkd/Assets/tpp/level/location/mtbs/block_large/mtbs_qrntnFacility_effect.fox2
See FILTERLUT Texture Guide for more info on LUTs.
You need to patch the exe.
Function tpp::gm::player::impl::FilterEffectControllerImpl::SetEnableNVGFilter
, replace 0x0f, 0x85
with 0x48, 0x90
at:
0x140af9e43
or
0x00af9243
Result: