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Burke888

Pictures Request: "Aimpoint M4S"

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Hey everyone I know this might be a bit strange, but I was wondering if anyone could upload some screen shots of various views of the Aimpoint M4S being used in ARMA. I have one of these on my rifle and I am interested to see how well the developers did in replicating the look of the optic in the game. In case some of you may not be familiar with it, here is a picture of one in real life and the only one I can find on the internet:

arma2weaponsmk17.jpg

Nyhet_080101_CompM4s_ececea_bakgrund.jpg

Really appreciate the pictures!

Edited by Burke888
Clarity

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BIS didn't get into adjusting the dot brightness or getting the columated aspect of the sight right at all. It's a glowy dot on a plate of glass.

I'm curious how the real sight performs in terms of reflections off the near glass surface. In ArmA it's a plane of glass that when the sun is directly behind can get pretty much opaque due to the reflection/glare.

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I've used a red dot sight in real life and it looks different but is quite hard to replicate in real life. It doesn't look like anything is on the glass but rather it looks like there is a red dot being aimed at your target a far distance away. Pretty cool actually.

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I've used a red dot sight in real life and it looks different but is quite hard to replicate in real life. It doesn't look like anything is on the glass but rather it looks like there is a red dot being aimed at your target a far distance away. Pretty cool actually.

Yeah, in real life red dot sights are so awesome. It's kind of like, hovering light...lol.

I wish someday they can figure out a way to replicate it.

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Hope they are ok! No mods or addons used, just default Arma 2.

Not to be nit picky but that's not the "Aimpoint M4S"

Richie thank you for the pictures, but that model of Aimpoint is called the Comp M2.

I edited the original post to be a little more clear.

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Got a few pictures, let me upload them. Will edit with results. Still editing, will add some captions.

Same rifle in default FOV, zoomed in (control +) on a few.

http://img831.imageshack.us/img831/3168/arma2oa2010071817351266.jpg

http://img842.imageshack.us/img842/4457/arma2oa2010071817352183.jpg

http://img832.imageshack.us/img832/7247/arma2oa2010071817352359.jpg

http://img842.imageshack.us/img842/7153/arma2oa2010071817354456.jpg

Same rifle, however in free look. In the second picture you'll see the laser.

http://img836.imageshack.us/img836/2079/arma2oa2010071817354772.jpg

http://img837.imageshack.us/img837/3618/arma2oa2010071817355164.jpg

Different scope, but shows the painted laser effect again.

http://img826.imageshack.us/img826/1435/arma2oa2010071817370558.jpg

http://img837.imageshack.us/img837/3134/arma2oa2010071817371008.jpg

http://img835.imageshack.us/img835/121/arma2oa2010071817371231.jpg

Don't expect a whole lot, the aimdot is pretty much iron sights - 95% of the iron sight. The dot will always be in the center of the screen regardless where the eyes are.

There was a mod for arma that made aimdots correct, feel free to post video.

EDIT3 : I am on a roll!

3 minute mark is where the fun is at.

EDIT4 : One of the big problems with getting a real aimpoint working (realistically) ingame is the lack of a human like perspective. We have 2 eyes, while most games only render from 1 "eye". This causes a lot of things in games to be flatter than they could be.

Edited by Windexglow

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Got a few pictures, let me upload them.

Yup that's exactly it! Thank you very much!

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Probably would help if the light wasn't "painted" on the glass.

In real time 3d pretty much everything is 'painted' on a poly plane.

The community had a crack at trying to solve the reflex sight problram. To fake the optical effect you need to actually float a dot at some 30 meters. To occlude the dot from angles other than looking through the reflex sight, you need some fancy invisible alpha tube some 30 meters long. It works under most circumstances but when you are in a vehicle, artifacts occur on some video cards. I think that for BIS to solve the problem for all cards they would need to do some r&d on methods. It seems like a PIA that's out of proportion with the payoff, tbf.

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Ah, I thought that might be the wrong one lol. Glad you got what you were after though!

:)

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Or you could use math/equations to move the dot, but I doubt modders have that much control over the engine. I don't think it would be costly time or performance wise to have it done.

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One might be able use the same "bones" of the ArmA aircraft HUDs to accomplish it "math-wise."

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One might be able use the same "bones" of the ArmA aircraft HUDs to accomplish it "math-wise."

I wonder if the units in ArmA have object space, and I wonder if weapon proxies know where the object space of the soldier unit is. It would be much easier than finding the relative positions and vectors of the eye camera and the scope in world space.

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Guys, I think the engine can easily do this, look at the crosshair:

Go into 3rd person view to really see it work. Basically, with crosshair enabled, aim the centre line at a small object, maybe a window. Now, keeping it aimed at the same position, hold down ALT, (free look), and look in another direction.

Although your head has moved positions, the crosshair aims at the exact same spot. This is what we would be aiming for with hud and scopes, right?

Apply the same logic to a red dot sight, or a hud system, and it will be fully functional.

I may be totally wrong, but I think that is the way it works ^^

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Guys, I think the engine can easily do this, look at the crosshair:

Go into 3rd person view to really see it work. Basically, with crosshair enabled, aim the centre line at a small object, maybe a window. Now, keeping it aimed at the same position, hold down ALT, (free look), and look in another direction.

Although your head has moved positions, the crosshair aims at the exact same spot. This is what we would be aiming for with hud and scopes, right?

Apply the same logic to a red dot sight, or a hud system, and it will be fully functional.

I may be totally wrong, but I think that is the way it works ^^

The problem then is only drawing it in the bounds of the reflex sight glass.

The math solution could work if you could get the engine not to include it in its Depth of Field calculations.

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