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arma3:alwarren-weapon-collimator-sights [2016-11-04 21:33]
snakeman moved images from nekromantix to this domain.
arma3:alwarren-weapon-collimator-sights [2017-10-06 20:29] (current)
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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://​pmc.editing.wiki/​images/​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://​pmc.editing.wiki/​images/​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://​pmc.editing.wiki/​images/​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://​pmc.editing.wiki/​images/​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.
arma3/alwarren-weapon-collimator-sights.txt ยท Last modified: 2017-10-06 20:29 by snakeman