IgarashiInaba 4 Posted February 23, 2018 ============================================================================================================================================================================================================================ This problem has been solved. Aim point MUST in the middle of shadow circle STEP 1:select a circle,Click Edit-Center pin,will see a crosshair in the circle,that is circle center point. The rvmat and 3d scope sample can download from Arma3 Sample on steam STEP 2:put the mouse to the middle of the crosshair,and press INSERT button to creat a aimpoint. The aimpoint shall as far as possible in middle of the crosshair. STEP 3: copy(or cut) the aim point to memory LOD, Done. Reference page:Arma 3 Scope 3D(I only refernce "Assign respective textures and materials to alpha planes") ============================================================================================================================================================================================================================ Orignal Chinese: 我想模仿官方的3d瞄准镜的视差效果,但是为什么是这个样子?我的阴影材质已经有alpha通道了,图片也是处在正中间。 求解。 Machine translation English: I want modelled on a 3d scope,,but why is this effect? like official 3d optic(like ARCO) . The shadow texture is down,My texture is Centrally symmetric and have alpha channel. This is my config set Anyone can tell me what shall I do? 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 23, 2018 Hello IgarashiInaba! Paste all your config here to find the error. try: model="Leupold\Leupold_3.p3d"; modelOptics="\your reticle here"; /////////////////////////////////////////////// modelOptics[]= { "\your reticle here" }; visionMode[]= { "Normal", "NVG" }; opticsFlare=1; opticsDisablePeripherialVision=1; /////////////////////////////////////////////// Share this post Link to post Share on other sites
IgarashiInaba 4 Posted February 23, 2018 2 hours ago, GEORGE FLOROS GR said: Hello IgarashiInaba! Paste all your config here to find the error. try: model="Leupold\Leupold_3.p3d"; modelOptics="\your reticle here"; /////////////////////////////////////////////// modelOptics[]= { "\your reticle here" }; visionMode[]= { "Normal", "NVG" }; opticsFlare=1; opticsDisablePeripherialVision=1; /////////////////////////////////////////////// class leupold_3x_pip: Itemcore { weaponInfoType = "scope_3x_pip_handler"; scope = 2; author = "From Gamebanana--Geoset"; displayName = "Leupold Mark4 M1 3x"; descriptionShort = "leupold 3x"; picture = "\leupold\data\icon\leupold_icon_ca.paa"; model = "\leupold\leupold_3x"; ACE_ScopeAdjust_Vertical[] = {-4,30}; ACE_ScopeAdjust_Horizontal[] = {-6,6}; ACE_ScopeAdjust_VerticalIncrement = 0.1; ACE_ScopeAdjust_HorizontalIncrement = 0.1; class ItemInfo: InventoryOpticsItem_Base_F { opticType = 2; mass = 4; RMBhint = "Rifle Combat Optic"; optics = 1; modelOptics[]= { "\leupold\data\3x_s_ca.paa" }; visionMode[]= { "Normal", "NVG" }; opticsFlare=1; opticsDisablePeripherialVision=1; opticsDisablePeripherialVision = 0; class OpticsModes { class Snip { opticsID = 1; discreteDistance[] = {100,200,300,400,500,600,700,800,900,1000,1100,1200,1300,1400,1500,1600}; useModelOptics = 0; opticsZoomMin = 0.25; opticsZoomMax = 1.1; opticsZoomInit = 0.75; memoryPointCamera = "opticview"; opticsFlare = 1; opticsDisablePeripherialVision = 0; distanceZoomMin = 100; distanceZoomMax = 100; cameraDir = ""; visionMode[] = {"Normal"}; opticsPPEffects[] = {"OpticsCHAbera5","OpticsBlur5"}; }; class alternative_view { opticsID = 1; useModelOptics = 0; opticsPPEffects[] = {""}; opticsZoomMin = 0.75; opticsZoomMax = 0.75; opticsZoomInit = 0.75; memoryPointCamera = "eye"; visionMode[] = {}; opticsFlare = 0; opticsDisablePeripherialVision = 0; distanceZoomMin = 300; distanceZoomMax = 300; cameraDir = ""; }; }; }; MRT_SwitchItemNextClass = "leupold_5x_pip"; MRT_SwitchItemPrevClass = "leupold_3x_pip"; MRT_switchItemHintText = "3x zoom"; inertia = 0.1; }; like this? 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 23, 2018 1 hour ago, IgarashiInaba said: like this? ok , i will check this and see if i can find something. Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 23, 2018 Did you tried to do theese changes and see if it's working? Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 23, 2018 try: class leupold_3x_pip: Itemcore { weaponInfoType = "scope_3x_pip_handler"; scope = 2; scopeArsenal=2; scopeCurator=2; author = "From Gamebanana--Geoset"; displayName = "Leupold Mark4 M1 3x"; descriptionShort = "leupold 3x"; picture = "\leupold\data\icon\leupold_icon_ca.paa"; model = "\leupold\leupold_3x.p3d"; ACE_ScopeAdjust_Vertical[] = {-4,30}; ACE_ScopeAdjust_Horizontal[] = {-6,6}; ACE_ScopeAdjust_VerticalIncrement = 0.1; ACE_ScopeAdjust_HorizontalIncrement = 0.1; class ItemInfo: InventoryOpticsItem_Base_F { opticType = 2; mass = 4; RMBhint = "Rifle Combat Optic"; optics = 1; class OpticsModes { class Snip { opticsID = 1; discreteDistance[] = {100,200,300,400,500,600,700,800,900,1000,1100,1200,1300,1400,1500,1600}; useModelOptics = 1; opticsZoomMin = 0.25; opticsZoomMax = 1.1; opticsZoomInit = 0.75; memoryPointCamera = "opticview"; opticsFlare = 1; opticsDisablePeripherialVision = 1; distanceZoomMin = 100; distanceZoomMax = 100; cameraDir = ""; modelOptics[]= { "\leupold\data\3x_s_ca.paa" }; visionMode[]= { "Normal", "NVG" }; opticsFlare=1; opticsDisablePeripherialVision=1; opticsPPEffects[] = {"OpticsCHAbera5","OpticsBlur5"}; }; class alternative_view { opticsID = 1; useModelOptics = 0; opticsPPEffects[] = {""}; opticsZoomMin = 0.75; opticsZoomMax = 0.75; opticsZoomInit = 0.75; memoryPointCamera = "eye"; visionMode[] = {}; opticsFlare = 0; opticsDisablePeripherialVision = 0; distanceZoomMin = 300; distanceZoomMax = 300; cameraDir = ""; }; }; }; MRT_SwitchItemNextClass = "leupold_5x_pip"; MRT_SwitchItemPrevClass = "leupold_3x_pip"; MRT_switchItemHintText = "3x zoom"; inertia = 0.1; }; Share this post Link to post Share on other sites
IgarashiInaba 4 Posted February 24, 2018 6 hours ago, GEORGE FLOROS GR said: try: class leupold_3x_pip: Itemcore { weaponInfoType = "scope_3x_pip_handler"; scope = 2; scopeArsenal=2; scopeCurator=2; author = "From Gamebanana--Geoset"; displayName = "Leupold Mark4 M1 3x"; descriptionShort = "leupold 3x"; picture = "\leupold\data\icon\leupold_icon_ca.paa"; model = "\leupold\leupold_3x.p3d"; ACE_ScopeAdjust_Vertical[] = {-4,30}; ACE_ScopeAdjust_Horizontal[] = {-6,6}; ACE_ScopeAdjust_VerticalIncrement = 0.1; ACE_ScopeAdjust_HorizontalIncrement = 0.1; class ItemInfo: InventoryOpticsItem_Base_F { opticType = 2; mass = 4; RMBhint = "Rifle Combat Optic"; optics = 1; class OpticsModes { class Snip { opticsID = 1; discreteDistance[] = {100,200,300,400,500,600,700,800,900,1000,1100,1200,1300,1400,1500,1600}; useModelOptics = 1; opticsZoomMin = 0.25; opticsZoomMax = 1.1; opticsZoomInit = 0.75; memoryPointCamera = "opticview"; opticsFlare = 1; opticsDisablePeripherialVision = 1; distanceZoomMin = 100; distanceZoomMax = 100; cameraDir = ""; modelOptics[]= { "\leupold\data\3x_s_ca.paa" }; visionMode[]= { "Normal", "NVG" }; opticsFlare=1; opticsDisablePeripherialVision=1; opticsPPEffects[] = {"OpticsCHAbera5","OpticsBlur5"}; }; class alternative_view { opticsID = 1; useModelOptics = 0; opticsPPEffects[] = {""}; opticsZoomMin = 0.75; opticsZoomMax = 0.75; opticsZoomInit = 0.75; memoryPointCamera = "eye"; visionMode[] = {}; opticsFlare = 0; opticsDisablePeripherialVision = 0; distanceZoomMin = 300; distanceZoomMax = 300; cameraDir = ""; }; }; }; MRT_SwitchItemNextClass = "leupold_5x_pip"; MRT_SwitchItemPrevClass = "leupold_3x_pip"; MRT_switchItemHintText = "3x zoom"; inertia = 0.1; }; no,sitll not working fine. when "modelOptics = ........." in "class snipe",the scope is can not aim, when put it in "class ItemInfo: InventoryOpticsItem_Base_F",it can aim but there is _CO texture fill the screen, so it can not aim again Share this post Link to post Share on other sites
IgarashiInaba 4 Posted February 24, 2018 1 hour ago, IgarashiInaba said: I have put new model in objectbuilder and give the shadow model a rvmat and a PAA, before this i have try use 3dmax to build a circle , and use objectbuilder to build a circle, but it all turn to top floor affect. now i use objectbuidler to build a circle and it turns like this.and it turns like this, it is normal? this is cpp code class leupold_3x_pip: Itemcore { weaponInfoType = "scope_3x_pip_handler"; scope = 2; scopeArsenal=2; scopeCurator=2; author = "From Gamebanana--Geoset"; displayName = "Leupold Mark4 M1 3x"; descriptionShort = "leupold 3x"; picture = "\leupold\data\icon\leupold_icon_ca.paa"; model = "\leupold\leupold_3x"; opticsDisablePeripherialVision = 0; ACE_ScopeAdjust_Vertical[] = {-4,30}; ACE_ScopeAdjust_Horizontal[] = {-6,6}; ACE_ScopeAdjust_VerticalIncrement = 0.1; ACE_ScopeAdjust_HorizontalIncrement = 0.1; class ItemInfo: InventoryOpticsItem_Base_F { opticType = 2; mass = 4; RMBhint = "Rifle Combat Optic"; optics = 1; modelOptics = "\A3\Weapons_F\empty"; class OpticsModes { class pso1_scope { opticsID = 1; useModelOptics = 0; opticsZoomMin = 0.25; opticsZoomMax = 1.1; opticsZoomInit = 0.75; memoryPointCamera = "opticview"; opticsFlare = 0; opticsDisablePeripherialVision = 0; distanceZoomMin = 100; distanceZoomMax = 100; cameraDir = ""; visionMode[] = {"Normal"}; opticsPPEffects[] = {"OpticsCHAbera5","OpticsBlur5"}; }; class alternative_view { opticsID = 1; useModelOptics = 0; opticsPPEffects[] = {""}; opticsZoomMin = 0.75; opticsZoomMax = 0.75; opticsZoomInit = 0.75; memoryPointCamera = "eye"; visionMode[] = {}; opticsFlare = 0; opticsDisablePeripherialVision = 0; distanceZoomMin = 300; distanceZoomMax = 300; cameraDir = ""; }; }; }; MRT_SwitchItemNextClass = "leupold_5x_pip"; MRT_SwitchItemPrevClass = "leupold_3x_pip"; MRT_switchItemHintText = "3x zoom"; inertia = 0.1; }; Share this post Link to post Share on other sites
IgarashiInaba 4 Posted February 24, 2018 I finaly find where is wrong! Is aim point not Completely in the shadow texture's middle! When is correctly in the middle, it shall be like this. This question is over! fak me this puzzling me 2 days! 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 24, 2018 If you fix this working , if you like , write down after the correction. Thanks! Share this post Link to post Share on other sites
IgarashiInaba 4 Posted February 25, 2018 10 hours ago, GEORGE FLOROS GR said: If you fix this working , if you like , write down after the correction. Thanks! I had change the topic that how do i fix it, help me have a look wehather i am right? 1 Share this post Link to post Share on other sites
PuFu 4600 Posted February 25, 2018 if you have that circle/disk, you shouldn't place the memory point manually. The simplest thing to do is to copy the entire disc in mem lod and merge all points. That will be dead in the center with 100% accuracy 1 Share this post Link to post Share on other sites
IgarashiInaba 4 Posted February 25, 2018 4 hours ago, PuFu said: if you have that circle/disk, you shouldn't place the memory point manually. The simplest thing to do is to copy the entire disc in mem lod and merge all points. That will dead in the center 100% accuracy That is a good way!Thank you for your reply Share this post Link to post Share on other sites
da12thMonkey 1943 Posted February 26, 2018 Once you have the pin centred ([C] key is a shortcut for Edit>>Center pin when you have the circle selected), you can just press [Shift+C] to activate the pin (cross gets a little circle in the middle to show the pin is active) When you press [Insert] to place a vertex it will automatically be created at the centre of the current active pin, instead of at the mouse cursor Active pin can also be used as the centre of rotations and scaling (e.g. collapsing verts to a single point with scale 0,0,0). It's a very useful tool so far as Object Builder goes 2 Share this post Link to post Share on other sites
IgarashiInaba 4 Posted March 2, 2018 On Mon Feb 26 2018 at 9:13 PM, da12thMonkey said: Once you have the pin centred ([C] key is a shortcut for Edit>>Center pin when you have the circle selected), you can just press [Shift+C] to activate the pin (cross gets a little circle in the middle to show the pin is active) When you press [Insert] to place a vertex it will automatically be created at the centre of the current active pin, instead of at the mouse cursor Active pin can also be used as the centre of rotations and scaling (e.g. collapsing verts to a single point with scale 0,0,0). It's a very useful tool so far as Object Builder goes wow...very helpful.thank you for your reply~ Share this post Link to post Share on other sites