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Timmoboy

New acog "sight texture"?

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First, I have tried to search on the forum but because of my limited English I couldn't find the answer I wanted.

Is it possible to make an acog that uses a glass material, similar to the one on the aimpoint from ACE, or vanilla Arma?

Then higher the fov to the same level as when you have the black "scope texture"?

IMO it would look more realistic, and I read that it's impossible to make it look like the INS mod on the HL2 engine.

So it would basically be like an aimpoint with higher fov and not a red dot in the middle...

Edit: I just searched little on Google and found a picture from cod 4, yes I know, I hate cod but still...

Something like this? http://www.gamereplays.org/community/uploads/post-81387-1203744119.jpg

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its possible, thats how i make magnifiter for my M4 with aimpoint, you just have to make normal sight like aimpoint adn add more zoom

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Really? That could be a more ideal way to do the sniper rifles too, because you always see a percentage of the outside of the scope.

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Yeah, and then when you press mouse2 to bring up the scope you can't zoom like you can with the aimpoint etc. Just as the normal acog. Maybe add something on the side of the scope like blur if it's possible, or maybe make a texture on the sides, not black but something that makes it so you can't see around the scope.

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No, you just have to:

class CfgPatches {

class SNIIIPER RIFLE {

units[] = {};

weapons[] = {};

requiredVersion = 0.100000;

requiredAddons[] = {"CAweapons"};

};

};

/*extern*/ class Mode_SemiAuto;

class CfgWeapons {

/*extern*/ class SR;

class SR: SR{

displayName = "SR";

model = "\SR\SR.p3d";

UiPicture = "\CA\weapons\data\Ico\i_regular_CA.paa";

dexterity = 1.610000;

magazines[] = {"30Rnd_556x45_Stanag"};

modes[] = {"Single"};

modelOptics =[B] "-"[/b]

optics = true;

picture="\SWD-M2\SWDM.paa";

distanceZoomMin= 200;

distanceZoomMax= 400;

class Single: Mode_SemiAuto

{

sound[] = {"\SWD-M2\M16single.wss", 5.623413, 1};

reloadTime = 0.100000;

recoil = "assaultRifleBase";

recoilProne = "assaultRifleBase";

dispersion = 0.0001;

minRange = 2;

minRangeProbab = 0.1;

midRange = 400;

midRangeProbab = 0.7;

maxRange = 700;

maxRangeProbab = 0.05;

};

class FullAuto : Mode_FullAuto

{

sound[] = {"\SWD-M2\M16single.wss", 5.623413, 1};

recoil = "assaultRifleBase";

recoilProne = "assaultRifleBase";

reloadTime = 0.1;

dispersion = 0.004;

minRange = 2;

minRangeProbab = 0.1;

midRange = 50;

midRangeProbab = 0.7;

maxRange = 90;

maxRangeProbab = 0.01;

};

};

};

class CfgVehicles

{

class SoldierWB;

class SoldierWBM25: SoldierWB

{

displayName="SoldierM25";

weapons[]={"Beryl","Throw","Put"};

magazines[]={"30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","HandGrenade","HandGrenade","HandGrenade"};

};

};

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Now I really understand:D not.... Can you explain in English please?:P

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Hi, the problem with make an ACOG sight in 3D is how to make the cross and accuracy's

elements keep the needed quality, it could be made with a 3D model like the Aimpoint's dot,

but what will happen when you walk aiming...?? it may show up for the outter edges of the

ACOG sight, and as we all know... booth the sight and what's outside the sight, will have the

same zoom level; make a 3D ACOG sight is possible, but make it with enough quality will be

a miracle. Let's C ya

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It's not possible to have the outside of the scope and the inside of the scope have different zoom levels. It is unclear what TOP means in his post. Everything is possible with the glass textures and what have you, but the zoomed in optics is definitely not possible, since there isn't really any render to texture capability in the engine.

Edited by Max Power

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