cfsfirefighter 1 Posted May 11, 2013 Hey guys new question my Mirrors seem to be upside down i have tried rotating the memory points the only way i can fix it is by rotating the morror on my car but then it looks weird and doesnt fit into the side mirror. i have also tried to reapply the texture but its still upside down. #(argb,256,512,1)r2t(rendertarget1,1.0) Share this post Link to post Share on other sites
Sealife 22 Posted May 11, 2013 flip the face in UVeditor in Oxygen ( i think flip is right terminology ) Share this post Link to post Share on other sites
cfsfirefighter 1 Posted May 11, 2013 I flipped it but now it seems to have distorted the PIP as i change memory points thinking they have flipped too for some reason but yeah all i can see is blurry sky or blurry road Share this post Link to post Share on other sites
Sealife 22 Posted May 11, 2013 after make sure face is right :) 1 or 2 face named whatever you want lets say rendertarget0/1 //notice below its defined in the texture Textured with #(argb,256,512,1)r2t(rendertarget0,1.0) //left_mirror #(argb,256,512,1)r2t(rendertarget1,1.0)// right_mirror 4 memory points named same as the cfg points pointPosition = "PIP0_pos";// starting poss near mirro pointDirection = "PIP0_dir";/direction you want amera to face pointPosition = "PIP1_pos";// starting poss near mirro pointDirection = "PIP1_dir";/direction you want amera to face and your cfg in full class RenderTargets { class LeftMirror { renderTarget = "rendertarget0"; class CameraView1 { pointPosition = "PIP0_pos"; pointDirection = "PIP0_dir"; renderQuality = 2; renderVisionMode = 0; fov = 0.7; }; }; class RightMirror { renderTarget = "rendertarget1"; class CameraView1 { pointPosition = "PIP1_pos"; pointDirection = "PIP1_dir"; renderQuality = 2; renderVisionMode = 0; fov = 0.7; }; }; };; Share this post Link to post Share on other sites
cfsfirefighter 1 Posted May 12, 2013 Nope that hasnt worked i have also deleted the faces and recreated them but its still upside down when i created the texture i followed what you wrote above. Share this post Link to post Share on other sites