arma3:alwarren-weapon-collimator-sights
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arma3:alwarren-weapon-collimator-sights [2013/04/24 18:40] – created alwarren-weapon-collimator-sights initial page. snakeman | arma3: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:// | ||
**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/ | + | {{ https://pmc.editing.wiki/ |
Grab the indicated edge loop, duplicate it (Control-D in Blender), then extrude a long, slightly tapered tunnel from it (Press ' | Grab the indicated edge loop, duplicate it (Control-D in Blender), then extrude a long, slightly tapered tunnel from it (Press ' | ||
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
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 ' | 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 ' | ||
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====== In Oxygen ====== | ====== In Oxygen ====== | ||
- | With the first LOD selected, add the named property ' | + | With the first LOD selected, add the named property ' |
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
Switch to the pilot view LOD. Select the polygons that make up the tube, and press ' | Switch to the pilot view LOD. Select the polygons that make up the tube, and press ' | ||
- | {{ http://tactical.nekromantix.com/images/wiki/ | + | {{ https://pmc.editing.wiki/ |
Make sure to enable " | Make sure to enable " | ||
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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 ' | Now select the face(s) of your reticule (and only this/these face(s)) and again select "Move top" in the ' | ||
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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 ' | ||
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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