Jump to content
Sign in to follow this  
MirindoR

Acog scope

Recommended Posts

Hope this helps a little. This is the early U.S. Army ACOG called the TA01NSN. ACOG TA01NSN Notice the reticle, it looks like what the FFAA mod team used. The USMC has been using this ACOG called the TA31RCO-M4CP (for M4) or the TA31RCO-A4CP (for M-16A4). this is the reticle that MirindoR is talking about. ACOG TA31RCO-A4CP I would also like to see this reticle.

Share this post


Link to post
Share on other sites

Well heres what i come up with, Ingore the reticle design it was just a quick mockup to test it ingame. It works quite well, obv i cant do anything with the Aimpoint model on the weapon itself. The radial blur is ingame is well but needs some fine tuning so ingore that is well. Il make it into a addon weapon or something.

http://img39.imageshack.us/img39/7576/acogtest.jpg

Share this post


Link to post
Share on other sites

from what I can tell with the Acog in RL the redicule depends on what the buyer specifies, you can have ArmA's cross system, the yellow pointer, red pointer, red dots, mix of all of the above and more or even custom ones. check the Trijicon website and:

You'll quickly see the number of possibilities are rediculas lol

Share this post


Link to post
Share on other sites
from what I can tell with the Acog in RL the redicule depends on what the buyer specifies, you can have ArmA's cross system, the yellow pointer, red pointer, red dots, mix of all of the above and more or even custom ones. check the Trijicon website and:

You'll quickly see the number of possibilities are rediculas lol

yes i believe everyone here has seen that webpage already but the point is that the marines only use the red chevron model.

---------- Post added at 11:09 AM ---------- Previous post was at 11:05 AM ----------

Well heres what i come up with, Ingore the reticle design it was just a quick mockup to test it ingame. It works quite well, obv i cant do anything with the Aimpoint model on the weapon itself. The radial blur is ingame is well but needs some fine tuning so ingore that is well. Il make it into a addon weapon or something.

http://img39.imageshack.us/img39/7576/acogtest.jpg

seems pretty cool, how did you switch the reticles? i wanna give it a shot myself

Share this post


Link to post
Share on other sites

Anything outside of the actual scope will be 4x zoomed as well. This is the reason why you get the black outline (both in ArmA and PR). COD4 has the same issue, it's just not that noticeable thanks to its tiny zoom.

The only game I remember seeing it portrayed correctly (AKA this) is the Insurgency mod for HL2.

Share this post


Link to post
Share on other sites

have never played it, will DL it it asap since im a big fan of HL2. do you have any screenies?

anyways it doesnt really matter if the whole screen is zoomed, i mean, if you can zoom in with ironsights holos and aimpoints then the acog can have the whole screen zoomed in ;)

---------- Post added at 11:46 AM ---------- Previous post was at 11:31 AM ----------

k found a pic of how it looks like in insmod and posted it in the frontpage, they definetely did an awesome job.

and it acutally only zooms the stuff seen through the scope. first time i ever see that one!

Edited by MirindoR

Share this post


Link to post
Share on other sites

Hi

The ffaa, ACOG previous system uses a system similar to the iron sighted, you must edit the ACOG 3d model drilling inside and placing inside corresponding textures the viewfinder this system gives a number of problems.

Few more increases have the ACOG but it must move away the point (eye) memory Viewer, this can cause conflicts with the 3d of the soldier takes the gun entering the field of vision to be lying on the ground.

Meter increases also increases the part of screen that is outside the Viewer.

Da conflict with the effect of processing pos turning the Viewer blurry.

-----------------------------------------------------

Hola

El sistema anterior ACOG de ffaa, utiliza un sistema parecido a las miras de hierro, es necesario editar el modelo 3d del ACOG perforando el interior y colocando en su interior las texturas correspondientes al visor este sistema da una serie de problemas.

Cuantos más aumentos tenga el ACOG mas se debe alejar el punto de memoria (eye) del visor, esto puede entrar en conflicto con el 3d del soldado que lleva el arma entrando en el campo de visión sobre todo al estar tumbado en el suelo.

Al meter aumentos también se aumenta la parte de pantalla que queda fuera del visor.

Da conflicto con el efecto de pos procesado volviendo el visor borroso.

Share this post


Link to post
Share on other sites

k if i understood correctly what we need to do is to edit the acog model creating a cilindrical cavity inside it, place the reticule in the cavity,

and place a point where the eye will be when you zoom in, so that it doesnt give problems with the soldier model.

no post process blur effect cuz it gives problems.

does anyone know how we can do this?

Share this post


Link to post
Share on other sites
first time i ever see that one!
Red Orchestra and Killing Floor does the "3D scope" stuff too, personally, I would like if all the scopes were like the old FFAA Acog scope (So it's like an iron sight, but still zoomed in).

Share this post


Link to post
Share on other sites
Red Orchestra and Killing Floor does the "3D scope" stuff too, personally, I would like if all the scopes were like the old FFAA Acog scope (So it's like an iron sight, but still zoomed in).

yep thats what were trying to do here. cardboard 'n hole is outdated now

Share this post


Link to post
Share on other sites

Its impossible to do it "3D Scope" style. so we're stuck with cardboard 'n hole, or full screen zoom with silhouette of a scope. neither is glamorous.

Share this post


Link to post
Share on other sites

There is no easy way to do this properly in A2, FFAM approach was the only way possible, but as peloton said, there will be side-effects...

Regarding the sights, A2 has the right ones for the ACOG modeled on the weapons, ACE2 has the ones you posted about, due to the fact that the ACOG model is different (TA01NSN vs TA31RCO-A4CP)

http://i239.photobucket.com/albums/ff105/KH_PuFu/acog1.jpg

http://i239.photobucket.com/albums/ff105/KH_PuFu/acog2.jpg

does anyone know how we can do this?

Who is "we"?

Yes, i know how ONE can do this:

redo all ACOGs on all the weapon models (would be easier if MLODs would be released), and take the FFAM way: should be done similar to AIMPOINT, with a different sights, then set the zoom in configs to 4x, and you are pretty much done (without having PP effect around it)

Edited by PuFu

Share this post


Link to post
Share on other sites
Its impossible to do it "3D Scope" style. so we're stuck with cardboard 'n hole, or full screen zoom with silhouette of a scope. neither is glamorous.

this has been said and repeated many times. full screen zoom with the scope model in front is what im after.

Share this post


Link to post
Share on other sites

Youd best get learning how to do it then.

Plus we had this discussion last month.

/thread

Share this post


Link to post
Share on other sites
Youd best get learning how to do it then.

Plus we had this discussion last month.

/thread

yeah thats what im trying to do, maybe with more helpful people telling me which programs i need to edit the models and so on..

if you feel that you have discussed it enough in an older thread by all means stop writing in this one.

Share this post


Link to post
Share on other sites

Is this possible in ArmA2 engine to create a something similar thing?

It would be much more realistic.

00024.jpg

The zoom should be only inside the scope and not all screen like we have in vanilla ArmA2.

Edited by bravo 6
typo

Share this post


Link to post
Share on other sites

No, not possible. As stated previously in this very thread ;)

But it *should* be possible to make at least ACOGs into aimpoint style design. Replace the dot with the ACOG markers, and increase the max zoom value compared to the aimpoints.

Max zoom when weapon is aimed should be higher than when weapon is not aimed. Not sure if the engine supports this for infantry. ACOG is supposed to be quick to aim with. That means the zooming speed would have to be different for each weapon (aimpoint or ACOG). Not sure if engine supports this either.

However, it would suffer the same problem as aimpoints today - complete lack of aim when crouched, due to animation bug causing aimpoint to not indicate where the weapon is pointing. Also, there might be an issue with marking scale resolution. If I lost the ability to do rough distance estimations due to texture resolution problems, then I'd rather have the black border as it is today.

Other games have a better/more realistic 'feel' to the ACOG, being smaller (I think in Arma it is enormous). At the same time, I don't want to loose ranging abilities with it.

Edit:

That being said, is ACOG ranging really *that* needed? It's not hard to do quick guestimations, and many (most?) players fire by trial and error anyway. The Leupold scopes kind of miss that extra egde. No point picking a Leupold based weapon (SPR) when the ACOG is generally "better".

Edited by CarlGustaffa

Share this post


Link to post
Share on other sites

carl to be honest id be surprised if the rangefinding in the vanilla acog actually works.

the horizontal markings are supposed to be the distance between the shoulders but at 400m the bullet hits pretty much random, might be the rifle's accuracy though

Edited by MirindoR

Share this post


Link to post
Share on other sites

Personally I don't see any difference in aesthetic from a massive blur around the scope obscuring the wrong FOV and the "black cardboard" obscuring the wrong fov. Both are ugly and unrealistic, and the quality weapons addons available from the community have much more accurate reticules than BIS', so why reinvent the wheel?

That's just me though.

Share this post


Link to post
Share on other sites
Bump this

Bump? You serious? What for? It is NOT possible

maybe you should read the rules again:

§10) Do not dig up old threads

Threads older than 4 months should not be dug up unless something significant is being added. If in doubt as to what is "significant", contact a moderator and they will give you their opinion. As always old threads will remain open or be closed at the moderator's discretion. Digging up an old thread simply to ask "any news" is also not acceptable, PM the thread starter or mod leader to ask.

Now read the date again...

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.
Sign in to follow this  

×