If anyone wants to try to munge it, CLICKY! The msh may have some floating parts, I'll remove them if it can get munged and ingame.
the scene looks like this, with a remapped texture
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I think you're right, but looking through the data\Common\mshs folder, I found these msh files that might denote a scope msh.Fiodis wrote:There are various .tgas. They ought to be projected onto something.bobfinkl wrote:I don't think there is a mesh for the scope, which is why that solution wasn't thought up earlier.Fiodis wrote:Wouldn't you be able to just make a new mesh in XSI with nonquartered UVs?
If not those, it's most likely hardcoded.com_1st_scope_allrep
com_1st_scope_cisimp
com_1st_scope_universal





if it uses a normal texture, other than the remmaped one, it will look funny, like just one cornertrainmaster611 wrote:Well I munging it as we speak but I've thought of two problems.
1) I have never seen a line in any odf or hud file asking for a scope msh so there is no way to assign it
2) If this does work, how would I know its asymmetrical? In SWBF viewer it looks the same as the original.


The former is what I am doing. I've gone into the common\req\fpm folder and edited comallre.req to change the name to the universal scope msh name. I've also made sure I added the universal scope name to the ingame.req (not sure if that is actually needed).Fiodis wrote:Put the mesh with with new texture in your common folder, and rename it to replace the stock one. Munge a custom ingame.lvl and read that in your LUA. It ought to show up in-game.
Alternatively, if you're having a reticule only in zoom, then you can make the reticule mesh itself an ironsight picture on a flat mesh, and have a completely transparent scope texture.
Both of these ought to work; I don't know why they haven't been tried before.


swado95 wrote:So wait did u get it working.
I think the latter option would have worked better, make a transparent scope no reticule unless aiming and don't set scope to be used in third person. I can think of absolutely no problems with that solution, in fact I think that that specifically is the single best way to do it even if we could edit the scope msh.trainmaster611 wrote:Ok, nothing has changed.


Heh, maybe you're right, but I feel like I was right on the bring of solving this.bobfinkl wrote: I think the latter option would have worked better, make a transparent scope no reticule unless aiming and don't set scope to be used in third person. I can think of absolutely no problems with that solution, in fact I think that that specifically is the single best way to do it even if we could edit the scope msh.

Don't worry I figured out one fatal flawtrainmaster611 wrote:Heh, maybe you're right, but I feel like I was right on the bring of solving this.

Yeah, we'll just have to remember to add firstpersonzoom =1 or whatever. Anyway, I've got it working, just messing with the scale and alpha values. Then we'll need an iron sight texture.bobfinkl wrote:Don't worry I figured out one fatal flawtrainmaster611 wrote:Heh, maybe you're right, but I feel like I was right on the bring of solving this., in 3rd person it will be strange seeing those iron sights and even if you made it move the camera to a first person position it would still be strange that you would move there from 3rd person. So I suppose the original option would be in fact best unless of course you are going for first person only (which is really the main reason for this in the first place).

There, fatal flaw removed.trainmaster611 wrote:Yeah, we'll just have to remember to add firstpersonzoom =1 or whatever.



