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arma3:alwarren-weapon-collimator-sights [2013-05-16 17:16] snakeman added forcenotalpha detail. |
arma3:alwarren-weapon-collimator-sights [2017-10-06 19:29] snakeman http to https switch. |
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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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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. | 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. |