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IgarashiInaba

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Everything posted by IgarashiInaba

  1. jesus...i'm so stupid that forget convert TAN's degree to radian. that why calculate is so confuse. 120 deg's radian is 2.094395, so equation should be : fovtop = (4/3) * TAN(2.094395102/2) / (16/9) = 1.299038105 thus,90 deg horizontal convert to radian is 1.570796327, and calculate like this: fovtop = (4/3) * TAN(1.570796327/2) / (16/9) = 0.75 vallina fov in 16:9 screean is 90 deg, not 70. in game test is also confirm. anyway,thanks you so much😂
  2. I found that armour vehicle's smoke cant "blind" the missle, what this smoke useful? even i turn off the engine or even dont turn on, the TITAN AT still can hit me. is this mean if being locked the only thing can do is wait for dead?
  3. IgarashiInaba

    Is there any way to avoid ATGM in armour vehicle?

    case close delete ace_javelin and ace_missileguidance,then use drongo's active protection can stop it..
  4. IgarashiInaba

    3d scope texture problem

    wow...very helpful.thank you for your reply~
  5. IgarashiInaba

    3d scope texture problem

    ============================================================================================================================================================================================================================ 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?
  6. IgarashiInaba

    3d scope texture problem

    That is a good way!Thank you for your reply
  7. IgarashiInaba

    3d scope texture problem

    I had change the topic that how do i fix it, help me have a look wehather i am right?
  8. IgarashiInaba

    3d scope texture problem

    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!
  9. IgarashiInaba

    3d scope texture problem

    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; };
  10. IgarashiInaba

    3d scope texture problem

    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?
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