AimPoint 0 Posted November 2, 2008 I spend weeks searching the solution to this,but without success  I,m using a 100% transparant texture and rvmat for hide the thing,the problem seem  occurs only in vehicles cargo view. rvmat setting Quote[/b] ]ambient[]={0.000000,0.000000,0.000000,5.000000};diffuse[]={0.000000,0.000000,0.000000,1.000000}; forcedDiffuse[]={0.005000,0.005000,0.005000,0.000000}; emmisive[]={0.500000,0.500000,0.500000,1.000000}; specular[]={0.000000,0.000000,0.000000,0.000000}; specularPower=0.000000; renderFlags[]= {"NoAlphaWrite"}; PixelShaderID="Normal"; VertexShaderID="Basic"; any idea would be appreciated alot. thank you. Share this post Link to post Share on other sites
Panda-PL- 0 Posted November 2, 2008 Known problem unfortunately. You can try adding a LOD property canocclude=0. http://community.bistudio.com/wiki?ti....Occlude I am not sure if it will help however. Lots of things about the first person LOD are simply hardcoded. Share this post Link to post Share on other sites
Jackal326 1181 Posted November 3, 2008 This is a long shot, but if Panda[PL]'s advise doesn't work, try adding the optic as a proxy to the weapon, maybe a proxy on a proxy on a proxy might fix it. It probably wont, but its worth a try if only to rule it out. Share this post Link to post Share on other sites
Synide 0 Posted November 4, 2008 looks to me like one (or more) of your proxy polygons vertices is not set as 'hidden'. Or, maybe you have 2 or more polygons sitting in the exact same position in 3d space and one is mapped to your proxy and one is just sitting there doing nothing... except of course stuffing up your fov... dunno... could be a whole swag of different combinations of senarios... best send the model to another person and get them to analyse for you... a 2nd. pair of eyes... Share this post Link to post Share on other sites
AimPoint 0 Posted November 4, 2008 Thanks for suggestions guys. The canOcclude=0 doesn't work unfortunately. Now the proxy solution. Option 1 Using the invisible tube and holo reticle as proxy: This seem fix the problem inside vehicles,but now the reticle dissappear into the ground and close range objects. Â Option 2 Using only the invisible tube as proxy and let the reticle with the rifle in the original position: But now the holo it's visible outside the tube,move faces top or bottom doesn't help. Share this post Link to post Share on other sites
Jackal326 1181 Posted November 4, 2008 What about the tube as one proxy, and the reticle as another proxy. I have no idea if that'll work, but maybe it'll combine the fixes of both solutions without the problems caused. Share this post Link to post Share on other sites
AimPoint 0 Posted November 8, 2008 No Jackal..no way!! but thanks for your interest though. Share this post Link to post Share on other sites
Jackal326 1181 Posted November 9, 2008 Ahh well, worth a try. I've got an invested interest in this being fixed so I can utilise it in my future packs too Share this post Link to post Share on other sites
max power 21 Posted November 14, 2008 Coming from a standpoint of ignorance, is it possible to have that tube included only on one LOD, and then have a special LOD for the iron sites view? Share this post Link to post Share on other sites
Jackal326 1181 Posted November 15, 2008 I suppose technically, you could create some kind of intricate 3d model as the optic view, which had the reticle etc included, however I have no idea if you would be able to simulate the weapon sway when you turn/pivot your aim. For that matter, I'm not entirely sure you can have a 3d optic model. Share this post Link to post Share on other sites
max power 21 Posted November 15, 2008 What I mean to ask is is it possible to switch LODs when the player hits the 'iron sights' view button? .. or any event, really. Maybe a better LOD to have would be an 'inside vehicle' one which deletes the tube while a player is in cargo. Share this post Link to post Share on other sites
Panda-PL- 0 Posted November 15, 2008 What I mean to ask is is it possible to switch LODs when the player hits the 'iron sights' view button? .. or any event, really. Â Maybe a better LOD to have would be an 'inside vehicle' one which deletes the tube while a player is in cargo. There is only one Pilot LOD. And pilot LOD by coding occludes the vehicle interior LOD. Share this post Link to post Share on other sites
max power 21 Posted November 15, 2008 And I suppose the pilot LOD is the same one that is used when the player is walking around, which is the same one used when the player is using his gun sights? Share this post Link to post Share on other sites
Jackal326 1181 Posted November 15, 2008 And I suppose the pilot LOD is the same one that is used when the player is walking around, which is the same one used when the player is using his gun sights? Indeed. Share this post Link to post Share on other sites
max power 21 Posted November 16, 2008 And I suppose the pilot LOD is the same one that is used when the player is walking around, which is the same one used when the player is using his gun sights? Indeed. Damn. Thanks for your patience in explaining it to me. Share this post Link to post Share on other sites
Synide 0 Posted November 16, 2008 Hi Aimpoint, I got some time finally to have a closer look at your problem. I think I may have found a solution. Hopefully the following pictures convey the necessary info... if you require further detail then please indicate. Cheers, Sy. 1. Faces in the 'Cono' Selection. 2. Faces in the 'Holo' selection. Solution. Result. Warning !! The following images are over 100 Kbytes in size. Result_1.png 500 Kbytes Result_2.png 910 Kbytes Result_3.png 1 Mbyte Good luck... Share this post Link to post Share on other sites
max power 21 Posted November 16, 2008 Why are the eotech cross-hairs on the glass of the gun sight? Â I think for those results photos you are using the wrong weapon model. Â The cross-hairs should be on the end of the invisible cone some 30m away or whatever the distance is, shouldn't they? Share this post Link to post Share on other sites
Synide 0 Posted November 17, 2008 Why are the eotech cross-hairs on the glass of the gun sight? They aren't on the glass of the gun sight. Quote[/b] ]I think for those results photos you are using the wrong weapon model. nope. Quote[/b] ]The cross-hairs should be on the end of the invisible cone some 30m away or whatever the distance is, shouldn't they? they are. Share this post Link to post Share on other sites
max power 21 Posted November 17, 2008 Explain to me, then, the existence of the crosshair in this shot, please: http://i198.photobucket.com/albums....t_3.png I think that that crosshair should be 30 meters out in front of the sight and invisible from that angle. Share this post Link to post Share on other sites
Synide 0 Posted November 17, 2008 Explain to me, then, the existence of the crosshair in this shot, please: Oh, that's just plain vanilla ArmA settings with crosshairs on... one just turns it off in the ArmA user profile settings... Share this post Link to post Share on other sites
Jackal326 1181 Posted November 17, 2008 The ViewGunner lod being present on the weapon model instead of the ViewPilot lodmeans the optics default to the next visible lod (the 2.000 lod in this case). Your method Synide, does not include the parallax effect at all, and instead all you see is the reticle on the glass, and not projected X meters in front of the weapon. I don't think plaintiff meant the "ArmA T aiming crosshair" he referred to the eotech aiming reticle, and in your thrid image it is CLEARLY present on the eotech glass and it shouldn't be at all. Share this post Link to post Share on other sites
max power 21 Posted November 17, 2008 Explain to me, then, the existence of the crosshair in this shot, please: Oh, that's just plain vanilla ArmA settings with crosshairs on... one just turns it off in the ArmA user profile settings... Oh no, I mean the cross hair on the eotech sight. Â You can see the eotech hologram cross hairs on the glass there, as Jackal was saying. Â That's what I'm wondering about. Â Thanks for taking the time to reply Interestingly, I think that if the parallax reflector effect was present, and if the reticle was visible in space, it should be floating in around the same area as the ArmA T crosshairs. Share this post Link to post Share on other sites
MehMan 0 Posted November 17, 2008 Could it be just improperly assigned textures? Share this post Link to post Share on other sites
Synide 0 Posted November 17, 2008 The ViewGunner lod being present on the weapon model instead of the ViewPilot lodmeans the optics default to the next visible lod (the 2.000 lod in this case). Hmmm, oh dear... you are quite correct... completely forgot about that 'feature'. It was indeed lod'ing up to 2.0 and not using the 10m 'Holo' poly of the 'View Gunner'. Aimpoint, sorry seems I was off on a tangent there. Oh well, how sad never mind. It would be a 'nice' feature to have but I can't see what's too bad about having the reticule on the glass anyway. Share this post Link to post Share on other sites
scubaman3D 0 Posted November 17, 2008 After trying everything I could possible think of and asking several more experienced modders, I finally I had to drop the parallax effect from my stuff. I stubbornly began to realize that for how little the parallax effect adds, it just isn't worth the downsides. My reticule is slightly in front of the glass, so you can't see the ret while walking/looking at the gun but its also difficult to see when not aiming through the sight. Unfortunately, this is what I found to be the best compromise. My setup Share this post Link to post Share on other sites