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arma3:alwarren-weapon-collimator-sights [2013/04/24 18:40] – created alwarren-weapon-collimator-sights initial page. snakemanarma3:alwarren-weapon-collimator-sights [2024/08/03 11:41] (current) – links added. snakeman
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 ====== ArmA 3 Weapon Collimator Sights ====== ====== ArmA 3 Weapon Collimator Sights ======
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 +[[https://www.pmctactical.org/forum/viewforum.php?f=68|ArmA 3 Forum]], [[:arma3|ArmA 3]], [[arma3:config|ArmA 3 Config]], [[arma3:missions|ArmA 3 Missions]], [[arma3:modeling|ArmA 3 3D Modeling]], [[arma3:scripting|ArmA 3 Scripting]], [[arma3:terrain|ArmA 3 Terrain]], [[arma3:texturing|ArmA 3 Texturing]], [[arma3:tools|ArmA 3 Tools]]
  
 **ArmA 3 Weapon Collimator Sights Tutorial** by Alwarren **ArmA 3 Weapon Collimator Sights Tutorial** by Alwarren
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 All of the following (except specifically noted) is done with the PILOT view of the model. You do not need to add anything to the non-PILOT views. In order to hide the reticule from view, it is placed at the end of a long transparent tube that will obstruct any vision of the reticule and nothing else. Assume the following Holo sight: All of the following (except specifically noted) is done with the PILOT view of the model. You do not need to add anything to the non-PILOT views. In order to hide the reticule from view, it is placed at the end of a long transparent tube that will obstruct any vision of the reticule and nothing else. Assume the following Holo sight:
  
-{{ http://tactical.nekromantix.com/images/wiki/alwarren-arma-3-weapon-collimator-sights-tutorial-screen-1.jpg }}+{{ https://pmc.editing.wiki/images/alwarren-arma-3-weapon-collimator-sights-tutorial-screen-1.jpg }}
  
 Grab the indicated edge loop, duplicate it (Control-D in Blender), then extrude a long, slightly tapered tunnel from it (Press 'E' in Blender). The result should look something like this Grab the indicated edge loop, duplicate it (Control-D in Blender), then extrude a long, slightly tapered tunnel from it (Press 'E' in Blender). The result should look something like this
  
-{{ http://tactical.nekromantix.com/images/wiki/alwarren-arma-3-weapon-collimator-sights-tutorial-screen-2.jpg }}+{{ https://pmc.editing.wiki/images/alwarren-arma-3-weapon-collimator-sights-tutorial-screen-2.jpg }}
  
 Make sure that the normals are correctly pointing outside. At the end of the tunnel, place a quad with your reticule mapped onto it. If you had a previous reticule, you can translate that to the end of the tunnel. You will likely have to scale it up a bit since it is now pretty far away from the viewer. A factor of 2 should do, but that is something that needs experimenting. Make sure to assign the right texture to it, and uv-unwrap it. Also, make very sure that the reticule is on the same axis as your 'eye' selection in the Memory LOD, or the weapon will not shoot correctly. Make sure that the normals are correctly pointing outside. At the end of the tunnel, place a quad with your reticule mapped onto it. If you had a previous reticule, you can translate that to the end of the tunnel. You will likely have to scale it up a bit since it is now pretty far away from the viewer. A factor of 2 should do, but that is something that needs experimenting. Make sure to assign the right texture to it, and uv-unwrap it. Also, make very sure that the reticule is on the same axis as your 'eye' selection in the Memory LOD, or the weapon will not shoot correctly.
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 ====== In Oxygen ====== ====== In Oxygen ======
  
-With the first LOD selected, add the named property 'forcenotalpha' and make it a value of 1. If you cannot find the named property window, press Control-1 to open it.+With the first LOD selected, add the named property 'forcenotalpha' and make it a value of 1. If you cannot find the named property window, press Control-1 to open it. If your model has a geometry LOD, repeat this step with that one as well, setting the 'forcenotalpha' property to 1.
  
-{{ http://tactical.nekromantix.com/images/wiki/alwarren-arma-3-weapon-collimator-sights-tutorial-screen-3.jpg }}+{{ https://pmc.editing.wiki/images/alwarren-arma-3-weapon-collimator-sights-tutorial-screen-3.jpg }}
  
 Switch to the pilot view LOD. Select the polygons that make up the tube, and press 'E' to get the Face properties. Refer to the following image: Switch to the pilot view LOD. Select the polygons that make up the tube, and press 'E' to get the Face properties. Refer to the following image:
  
-{{ http://tactical.nekromantix.com/images/wiki/alwarren-arma-3-weapon-collimator-sights-tutorial-screen-4.jpg }}+{{ https://pmc.editing.wiki/images/alwarren-arma-3-weapon-collimator-sights-tutorial-screen-4.jpg }}
  
 Make sure to enable "Position" in Lighting and Shadow, and make sure that "Enable Shadow" is off. You might need to click the checkbox twice. Next, you need a texture of any size that has a very low alpha channel value. The easiest way to get this is by entering "#(argb,8,8,3)color(0,0,0,0.01,co)" in the texture field, but if you have a file texture, that will also do. Click "OK" to dismiss the window. Make sure to enable "Position" in Lighting and Shadow, and make sure that "Enable Shadow" is off. You might need to click the checkbox twice. Next, you need a texture of any size that has a very low alpha channel value. The easiest way to get this is by entering "#(argb,8,8,3)color(0,0,0,0.01,co)" in the texture field, but if you have a file texture, that will also do. Click "OK" to dismiss the window.
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 Now select the face(s) of your reticule (and only this/these face(s)) and again select "Move top" in the 'Faces' menu. Now select the face(s) of your reticule (and only this/these face(s)) and again select "Move top" in the 'Faces' menu.
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 +If you sight has a glass face (like the glass of an Eotech), select the glass now and select "Move top" in the 'Faces' menu one more time.
  
  
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 Pack your addon normally, for example with BinPBO. You're done. Really, there isn't anything more to do. Put your sight on a weapon, and observe the behavior in ArmA 3. You might need to tweak the size and/or material settings of the reticule to make it appear satisfactory. Pack your addon normally, for example with BinPBO. You're done. Really, there isn't anything more to do. Put your sight on a weapon, and observe the behavior in ArmA 3. You might need to tweak the size and/or material settings of the reticule to make it appear satisfactory.
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arma3/alwarren-weapon-collimator-sights.1366828850.txt.gz · Last modified: 2013/04/24 18:40 by snakeman

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