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eagledude4

PIP question

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I'm having some trouble getting PIP to work with the mirror below (selection named rendertarget0):

mirror_zps877611f5.png

config:

class RenderTargets {
renderTarget = "rendertarget0";
class CameraView1 {
	pointPosition = "PIP0_pos";
	pointDirection = "PIP0_dir";
	renderQuality = 2;
	renderVisionMode = 0;
	fov = 0.7;
};
};

texture path:

#(argb,512,512,1)r2t(rendertarget0,1.0)

I have the necessary memory points in my memory lod as well.

What's the issue? Is the geometry of my mirror too complicated for PIP?

Edited by eagledude4

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make sure they been "mapped", in the uv section. So the game knows how to draw the textures on top.

Not sure I explained that very well, but had that issue myself and took some time to figure out it needed to be part of the uvmap.

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Mirror black if player not in car or pip turned off

If player not in car tgen pip not display but environment texture , if rvmat done correct

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Thanks! That seemed to somewhat work, only they seem to be upside down. I remember seeing another thread where the author had a similar issue.

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Does it make a difference if I input the selection from the back view or front view when adding the selection to the uv set?

Edited by eagledude4

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Only the obvious which is your left and right change in both perspective and you wont see the face from the front of the car

If yiu select the face in back view and tgen goto uv editor there is an edit tab cant remember icon but yiy can flip the face .

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I'll give that a whirl, but after editing the points in oxygen, I can't seem to get the image I want in focus. The mirror should reflect the side of the car, but it seems to be directing towards the ground instead =/

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