View Full Version : Aimpoint problem
RobertHammer
Oct 25 2007, 09:56
Hi all,
I've spotted one thing when i was doing a job , Aimpoint night problem :
BIS aimpoint on Custom M4 weapon
http://img91.imageshack.us/img91/3112/aimls3.jpg
BIS aimpoint on BIS M4
http://img91.imageshack.us/img91/9219/aim1re8.jpg
How to fix it?? http://forums.bistudio.com/oldsmileys/huh.gif http://forums.bistudio.com/oldsmileys/help.gif
RavenDK
Oct 25 2007, 11:19
AFIK its a selection thing.
Theres a working aimpoint in the SFF Recce pack at armaholic, feel free to use that (aimpoint)
RobertHammer
Oct 25 2007, 15:18
in that aimpoint Recce pack , it has same bug http://forums.bistudio.com/oldsmileys/sad_o.gif
Panda[PL]
Oct 25 2007, 15:28
The order of faces is changed when copy-pasting.
There is a semi-transparent texture in front of the dot that occludes it when it is on alpha layer below.
Try selecting the glass texture surface that is in front of the dot (between the red dot and the camera) and using Faces->move top to solve this.
RobertHammer
Oct 25 2007, 16:40
Panda can u tell detailed ? ,because in front are 2 glass texures , dot , and last glass - which one ?
I have tryed all ,but no fix http://forums.bistudio.com/oldsmileys/sad_o.gif .
Martin_BM
Oct 25 2007, 17:46
Or try to use proper rvmat for aimpoint dot
Maddmatt
Oct 25 2007, 17:49
Don't you need an RVMAT to make things glow? I don't know much about 3D modeling. But it's not gonna glow in the dark unless it's set to do so somehow. That first pic doesn't look as shiny/shaded, so maybe the RVMAT isn't being applied.
I could be wrong, just guessing based on my limited 3D modeling knowledge.
Edit: Martin_BM beat me to it.
Jackal326
Oct 25 2007, 20:47
As Martin_BM and Maddmatt have said, its all a matter of creating a working RVMAT to make it glow, below is an example of one that should work:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ambient[] = {1.0, 1.0, 1.0, 5.0};
diffuse[] = {1.0, 1.0, 1.0, 1.0};
forcedDiffuse[] = {0.005, 0.005, 0.005, 0.0};
emmisive[] = {0.5, 0.5, 0.5, 1.0};
specular[] = {0.0, 0.0, 0.0, 0.0};
specularPower = 0.0;
renderFlags[] = {"AddBlend"};
PixelShaderID = "Normal";
VertexShaderID = "Basic";[/QUOTE]
RobertHammer
Oct 25 2007, 21:19
BIG THX Jackal , this worked out http://forums.bistudio.com/oldsmileys/wink_o.gif
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