nzdfcrash 33 Posted March 29, 2014 So basically the mirrors on a certain mig i'm working on are reversed but look as they should in the uv editor, ie right mirror should look as it does on left and vice versa. If anyone has any ideas? Share this post Link to post Share on other sites
p1nga 23 Posted March 31, 2014 So basically the mirrors on a certain mig i'm working on are reversed but look as they should in the uv editor, ie right mirror should look as it does on left and vice versa.http://i157.photobucket.com/albums/t41/h290master/arma32014-03-3012-23-12-91_zpsecec09f5.jpg If anyone has any ideas? If you have two sets of memory points for each mirror you should just be able to swap the pointPosition and pointDirection of the render targerts and it will swap the images rendered. class RenderTargets /// class for all Picture-in-Picture { class LeftMirror { renderTarget = "rendertarget0"; /// what texture is going to be used, it should be mapped in model like #(argb,256,512,1)r2t(rendertarget0,1.0) class CameraView1 { pointPosition = "PIP0_pos"; /// memory point of PiP origin pointDirection = "PIP0_dir"; /// memory point of PiP direction renderQuality = 2; /// what quality should the PiP be renderVisionMode = 0; /// zero means standard vision fov = 0.7; /// what is the angle of the PiP field of view }; }; class RightMirror { renderTarget = "rendertarget1"; /// what texture is going to be used, it should be mapped in model like #(argb,256,512,1)r2t(rendertarget0,1.0) class CameraView1 { pointPosition = "PIP1_pos"; /// memory point of PiP origin pointDirection = "PIP1_dir"; /// memory point of PiP direction renderQuality = 2; /// what quality should the PiP be renderVisionMode = 0; /// zero means standard vision fov = 0.7; /// what is the angle of the PiP field of view }; }; }; Share this post Link to post Share on other sites
fuzzysquirrel 10 Posted March 31, 2014 Select the targets in the UV Editor and Mirror them Horizontally. Share this post Link to post Share on other sites
da12thMonkey 1943 Posted March 31, 2014 If you have two sets of memory points for each mirror you should just be able to swap the pointPosition and pointDirection of the render targerts and it will swap the images rendered. renderVisionMode = 0; /// zero means standard vision Doesn't setting renderVisionMode = 4; create mirror images without having to mess around with the memory points like that? Share this post Link to post Share on other sites
nzdfcrash 33 Posted April 5, 2014 Mirror horizontally seemed to fix for the most part. New issue of the left mirror appearing black, tried moving around back into uv box + moving about the mem points to try remedy to no avail. Share this post Link to post Share on other sites