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bek

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Posts posted by bek


  1. 0.25 eh. I'll keep that in mind.

    I made a small change to the p3d optic; I discovered the proportions were relevant so I scaled the inner square up somewhat so that the inner top/bottom borders of the scope touch the top/bottom of my 16:9 1920x1080 screen (for some of my textures anyway). Not sure if it's affected by res but whatever. The reason for this change was to get more screenspace for the inner optic.

    Another thing relevant to optics: I had a friend suggest that, since the +/- functions swap out textures, I could use this on certain optics to cycle through different reticles, like so:

    Rl1Yxdc.jpg

    tEJkA3d.jpg

    What I'm wondering though is if there's a way to do this via the Nightvision key (n) as being able to toggle "illumination" on/off would be better than switching using +/-. I mean, if the list of optics has no limit I could probably list the same two textures 20 times or so in order to have a toggle-like behavior, but that seems silly.

    So would anyone have an idea of how to do so using the visionMode[] = {"Normal", "NVG"}; line? Could you create for a custom visionMode that's just a different reticle?


  2. Thanks for the detailed reply.

    Doing in-game iteration was my first thought as that's what I did for calibrating stadiametric rangefinders on optics, but it gets old quickly, which is why I was hoping some maths would help.

    However I'm still confused by the results I'm getting. As far as I can the the modelOptic p3d has no affect, yet I'm seeing different results between optics. One q, where did that 0.375 come from? Just some arma default? I see it is the OpticsZoomMin value for the red dot on some optic configs (not default arma stuff though). Player fov doesn't affect these things.. it couldn't right?

    Some examples, if I jump in the editor and screenshot that 1m cube in first person (and measure its width in ps) then compare that to RCO zoomed in, I get a difference of ~5.8x. RCO is meant to be 4x, right? Any idea what its config opticZoom value is?

    There's one optic in the mod I'm looking at (breaking point) that has an opticZoom value of 0.11, which seems like a crazy high value but it only behaves like a ~4x zoom. Another optic has 0.0589, a lower value, but it zooms in more. I just don't get it, it's totally throwing me off.


  3. Interesting. Can anyone shed any light on how the opticZoom value works, and how it is affected by 1) the scope plane p3d's size/proportion/scale and 2) scope fov?

    Understanding that seems fundamental to being able to say, figure out how many pixels in your texture = 1 mil in order to correctly (and easily) set up mil dot optics. I saved this text from some post I found somewhere (I can't find the link at the moment, it may have been in reference to a2)

    It's actually pretty easy. The opticsZoom values are in radians, and refer to the horizontal field of view measured from the center of the screen.

    If you have an optic with a 9 degree FOV, it should have opticsZoomMin = "9*pi/360" if you want it to fill a 4:3 screen horizontally.

    That's the only important part. Relative magnification depends on whatever you define as unity. I used ~0.3 radians.

    ArmA by default uses 0.25 radians for rifle optics and 0.33 radians for tank optics.

    Angular magnification, of course, is just FOV at unity divided by the FOV of the optic.

    If you want your optics model to actually match the FOV, you need a custom model. The BIS models aren't quite accurate enough.

    Mine are a 5.12x3.84 unit rectangle, of which the middle 1.00x0.75 units are visible on a 4:3 screen.

    More of the model is visible in widescreen resolutions. This is the exact size ratio used by the game--the actual size of the model doesn't matter.

    Then, just define a certain number of pixels in each milliradian (if you've got a 1024x1024 texture and a 128 mil FOV, you've got 8 pixels per mil)

    and make the textures to that scale.

    I actually worked everything the other way around, i.e. I defined a certain texture to be 14 px/mil and worked out the opticsZoom values based on that.

    That made it a lot easier to make calibrated optics.

    What I'm not understanding (apart from core concept of radians) is how you'd calibrate mils correctly, as this apparently ties into the plane p3d's size and scope FOV. Can anyone clarify?


  4. Alright, I got it.

    TO MAKE THINGS EASIER FOR ANYONE LOOKING TO MAKE A CUSTOM 2D OPTIC / RETICLE / RETICULE / SCOPE for arma 3 (dem google keywords) I have packaged a template 2d optic, w/ p3d file that actually works (I know right?) and a simple .psd guide. So you don't have to download a2 bs, sort through said bs, find out what works, fix problems with that bs, do more bs, bs bs bs, test bs, etc.

    Mega: https://mega.co.nz/#!lMVgxRLD!podwp88KitRNwWjFujzb_uZSRGOOA6IPpaO37vdAvbc

    Dropbox: https://dl.dropboxusercontent.com/u/15050523/Arma3-2dOpticTemplateP3D.zip

    So you want to use the above to make a reticle for A3:

    Open the p3d in ObjectBuilder. Select all faces (ctrl+a). Press E to open the surface properties. Change whatever filepath is in the texture field and replace with the path to your 2d reticle .PAA. Save that p3d.

    In your optic/weapon config, point the modelOptic property to the p3d file you've saved out. Also, my uv's are correctly flipped/oriented so you don't need to flip your scope horizontally or any nonsense like that; I noticed some mods (bp) have to do that. Which is just silly. Anyway I hope someone finds this useful; it only took me 2 days to do something that should've been done in 20 minutes max.


  5. Huh. Why wouldn't there be a a3 template or sample for that I wonder... though, I guess if I'm still trying to apply basic logic at this point I'm setting myself up for disappointment.

    Anyway, I just had a modicum of success after looking through various a1/a2 optic planes on obj.builder; the current winner is: A2SM_Data_APL\Weapons\CA\Weapons_ACR\LRTV\LRTV_optics.p3d

    ALTHOUGH it seems slightly incorrect in ratio. I'm thinking I'll export this, if possible, to modo and check out its uv's, and maybe see if I can make sense of what scale the uv's should be. Actually I suppose if I'm planning on 2048^2 I'd want to set that texel density up in modo for that plane's size, but I've no idea if/how that translates to the plane's position infront of the camera...


  6. In your 3D model for the optic you have to have it on the crosshair, centered above the middle line (as that's where its aligned to the proxy).

    Hi EricJ,

    By this do you mean where the center of my reticle appears (on the 3d model) should be at the origin (0,0,0) in x,y,z of the ObjectBuilder scene? Also, how can I import say, arma3's MXC into that same scene to check that the scale of my reticle is correct? Otherwise it would likely be ridiculously large, or clip into the railings etc. As far as I can tell you cannot load arma 3's p3d's into Objectbuilder, so....


  7. FIXED; DOWNLOAD arma 3 optic / scope / reticle / 2d / p3d / template here:

    Mega: https://mega.co.nz/#!lMVgxRLD!podwp88KitRNwWjFujzb_uZSRGOOA6IPpaO37vdAvbc

    Dropbox: https://dl.dropboxusercontent.com/u/15050523/Arma3-2dOpticTemplateP3D.zip

    tl;dr: How do modelOptic .p3d's work?

    Hi!

    So for the better part of today I've been trying to work out how I can create a custom reticle in Arma3. I am unable to open default A3 p3d's in objectbuilder; so I can't see how they work. However, I assumed the modelOptic (which the scope's config points to) is a simple plane that's place infront of the game's camera.

    So I created a plane, assigned my reticle .paa to it, exported that from objectbuilder, pointed my config modelOptic to that exported .p3d. This "works", however, what I cannot figure out is how this is meant to be scaled / how to get the right ratio. I made a test texture, 2048^2, with circles to show border and ratio. In-game, these circles show up quite squashed, and at an unintuitive scale. I assume after trial and error I can scale the UV's to be roughly correct, but this is really tedious and pointless if the ratio is off. How is this meant to be done? Are there legit templates I can use? I noticed some mods have "dagger" in their scope p3d's, which google leads me to believe is the modder QuickDagger who made reticle mods for a2. Did he make a template..? Surely it isn't being done by hand; you want 1 pixel in the texture to = 1 pixel in-game. I must be missing something, right? Does the 2d plane's scale matter? What is the "correct" value?

    The other problem is, how in obj.builder do I set the UV border behavior? If I don't want the texture to 'repeat' or wrap around the uv border (since 2d reticle has to work at many resolutions), how do I set it to clamp? Am I even on the right track with this? No idea why something so simple has to be so obscure and poorly documented, but that's been roughly my entire experience with arma's tools so far.

    I don't suppose I can simply point weaponcfg to a texture rather than a p3d? (I doubt it)

    • Like 1

  8. Thanks Fennek and EricJ. I've finally made some progress with these tools (Using Eliteness to open arma 3 RVmats and figure out how stuff works).

    http://i.imgur.com/IfO9exI.png (466 kB)

    Obviously some transparency issues but I'm sure I'll figure it out. I think before I get too stuck into the materials I'd like to set this up in game, so I get an idea of the whole process. If anyone has any tutorials for that (setting up attachment points, packaging to a pbo, all that stuff) please throw them at me.


  9. Hi. I'm attempting to import some stuff into arma, currently an EOTech holosight. I've got my model (after much nonsense) into the ObjectBuilder. I've got Buldozer working (!). I've got a basic RVMAT for the model:

    ambient[]={1,1,1,1};
    diffuse[]={1,1,1,1};
    forcedDiffuse[]={0,0,0,0};
    emmisive[]={0,0,0,1};
    specular[]={0,0,0,1};
    specularPower=3;
    PixelShaderID="NormalMapSpecularMap";
    VertexShaderID="NormalMap";
    class Stage1
    {
    texture="D:\Documents\A3Working\XPS3-Source\XPS3_NOHQ.paa";
    uvSource="tex";
    class uvTransform
    {
    	aside[]={1,0,0};
    	up[]={0,1,0};
    	dir[]={0,0,1};
    	pos[]={0,0,0};
    };
    };
    class Stage2
    {
    texture="D:\Documents\A3Working\XPS3-Source\XPS3_SM.paa";
    uvSource="tex";
    class uvTransform
    {
    	aside[]={1,0,0};
    	up[]={0,1,0};
    	dir[]={0,0,1};
    	pos[]={0,0,0};
    };
    };
    

    I've basically been looking at these pages. However I need more information — why is it so terribly difficult to find samples!? My biggest concern is how I can get the glass (and then the reticle) working. Where can I find some glass rvmats? I should be able to figure this out if I got get, say the ACO or RCO's rvmat. I've tried this and a cobbled together super shader RVmat to try and get transparency working but no luck yet. Ideally I want the entire frame to be transparent with a texture affecting the specular power (or specular if that's not possible). Then for the reticle I want the same, but the texture should affect transparency (acting as a mask) and emissive (or diffuse/colour output). So, how does BI do their red dots?

    I'm also not super clear on when to use _SM vs. _SMDI for the spec/gloss. Oh and more importantly; can I implement an environment reflection on the model driven by specular power? (So, shiny metals have the env. reflection while matte plastics have it to a much lesser extent).

    Any help or pointers on where to find detailed information would be great. Is there any reason I can't just get arma 3 RVmats, so I could figure this out?


  10. Although now after the update I get three errors:

    No entry .CfgWorlds

    Shaders not valid (mismatch of exe and data?)

    External Viewer: Attach Failed. No viewer found.

    I've figured since the game update altered the game pbo's and exe's they'd need to be updated (basically going through this tutorial again: http://ohplz.ca/tuts/00/index.html )

    Redid the PBO's, update the arma3.exe (renamed to buldozer.exe in my working dir) yet still no luck.


  11. I'm having this exact same issue.

    =====================================================================
    == D:\Documents\A3Working\buldozer.exe
    == D:\Documents\A3Working\buldozer.exe -buldozer -noland -window
    
    Exe timestamp: 2013/12/25 12:52:42
    Current time:  2014/01/18 17:40:16
    
    Type: Public
    Branch: Stable
    Version: 1.08.113494
    
    Allocator: Windows
    =====================================================================
    
    No product.bin found, using defaults for a core engine.
    Splash window: Unable to load config file: dta\splashwindow.bin
    Initializing Steam Manager
    unable to load subscribed content list. list will be updated from steam
    unable to load published content list. list will be updated from steam
    unable to load cached items meta info. save and update functionality will be broken
    Steam Manager initialized.
    
    ==== Loaded addons ====
    
    E:\Program Files (x86)\Steam\steamapps\common\Arma 3\dta\bin.pbo - unknown
    E:\Program Files (x86)\Steam\steamapps\common\Arma 3\dta\core.pbo - 0
    E:\Program Files (x86)\Steam\steamapps\common\Arma 3\dta\languagecore_f.pbo - 60330
    
    =======================
    
    DX11 - Initializing DX11 engine.
    DX11 - Detecting best GPU adapter.
    DX11 - Detected best GPU adapter 0 : "AMD Radeon HD 7800 Series", benchmark result = 68.984, level coef = 1, total result = 68.984
    DX11 - Using DXGI adapter 0.
       - adapter description : AMD Radeon HD 7800 Series
       - adapter vendor ID : 4098
       - adapter device ID : 26648
       - adapter subsys ID : 3793164107
       - adapter revision  : 0
       - dedicated video memory : 2128662528
       - dedicated system memory : 0
       - shared system memory : 2166239232
    Error: CoInitilizeEx (XAudio2-1st trial) return 80010106
    PhysX3 SDK Init started ...
    PhysX3 SDK Init ended.
    Warning Message: Cannot load texture a3\data_f\halfa.paa.
    =======================================================
    -------------------------------------------------------
    Exception code: C06D007E  at 76134B32
    graphics:  D3D11
    resolution:  1024x768x32
    Addons:
    Mods: A3
    Distribution: 0
    Version 1.08.113494
    Fault time: 2014/01/18 17:40:19
    Fault address:  76134B32 01:00013B32 C:\Windows\SYSTEM32\KERNELBASE.dll
    file:     
    world:    
    Prev. code bytes: 20 83 64 24 10 00 8D 04 24 50 FF 15 80 83 1B 76
    Fault code bytes: 8B 4C 24 54 33 CC E8 07 72 FF FF 8B E5 5D C2 10
    
    Registers:
    EAX:01E1FB40 EBX:00000000
    ECX:00000001 EDX:00000000
    ESI:014EAF50 EDI:0167C6C0
    CS:EIP:0023:76134B32
    SS:ESP:002B:01E1FB40  EBP:01E1FB98
    DS:002B  ES:002B  FS:0053  GS:002B
    Flags:00200212
    =======================================================
    note: Minidump has been generated into the file C:\Users\Ben\AppData\Local\Arma 3\buldozer_2014-01-18_17-40-16.mdmp
    

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