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Re: How do I get rid of aimer and also how to modify a scope?

Posted: Sun Dec 06, 2009 8:30 pm
by kinetosimpetus
I did remap a model, it must not have munged properly

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
Hidden/Spoiler:
Image

Re: How do I get rid of aimer and also how to modify a scope?

Posted: Sun Dec 06, 2009 8:46 pm
by trainmaster611
Fiodis wrote:
bobfinkl wrote:
Fiodis wrote:Wouldn't you be able to just make a new mesh in XSI with nonquartered UVs?
I don't think there is a mesh for the scope, which is why that solution wasn't thought up earlier.
There are various .tgas. They ought to be projected onto something.
I think you're right, but looking through the data\Common\mshs folder, I found these msh files that might denote a scope msh.
com_1st_scope_allrep
com_1st_scope_cisimp
com_1st_scope_universal
If not those, it's most likely hardcoded.

[edit]

Didn't see your post kinetos. So I guess we're on the right track. I'll try to mess with it and see what I can do.

Re: How do I get rid of aimer and also how to modify a scope?

Posted: Sun Dec 06, 2009 8:47 pm
by kinetosimpetus
that pic two post up from this one is the universal, imported and remapped.

Re: How do I get rid of aimer and also how to modify a scope?

Posted: Sun Dec 06, 2009 8:58 pm
by swado95
If we ever get this working we need to make it an asset.

Re: How do I get rid of aimer and also how to modify a scope?

Posted: Sun Dec 06, 2009 9:04 pm
by trainmaster611
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.

Re: How do I get rid of aimer and also how to modify a scope?

Posted: Sun Dec 06, 2009 9:05 pm
by Fiodis
If it works it is by definition an asset.

Re: How do I get rid of aimer and also how to modify a scope?

Posted: Sun Dec 06, 2009 9:06 pm
by kinetosimpetus
trainmaster611 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.
if it uses a normal texture, other than the remmaped one, it will look funny, like just one corner

Re: How do I get rid of aimer and also how to modify a scope?

Posted: Sun Dec 06, 2009 9:08 pm
by Fiodis
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.

Re: How do I get rid of aimer and also how to modify a scope?

Posted: Sun Dec 06, 2009 9:15 pm
by trainmaster611
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.
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).

[edit]

Ok, nothing has changed. I tried first person zoom for both the trooper and the sniper.

What can I be forgetting? I don't have to change the texture in the ODF I don't think.

The other possibility is that the scope msh really is hardcoded and these fpm reqs are obsolete.

Re: How do I get rid of aimer and also how to modify a scope?

Posted: Sun Dec 06, 2009 9:30 pm
by swado95
So wait did u get it working.

Re: How do I get rid of aimer and also how to modify a scope?

Posted: Sun Dec 06, 2009 9:56 pm
by bobfinkl
swado95 wrote:So wait did u get it working.
trainmaster611 wrote:Ok, nothing has changed.
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.

Re: How do I get rid of aimer and also how to modify a scope?

Posted: Sun Dec 06, 2009 9:57 pm
by destos
I would Suggest just trying to rename the texture in the odf... ya never know what the crazy cats at LA put into there games =P

Re: How do I get rid of aimer and also how to modify a scope?

Posted: Sun Dec 06, 2009 10:10 pm
by trainmaster611
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.
Heh, maybe you're right, but I feel like I was right on the bring of solving this. :cry:

That solution will be good for swado's purposes (and for mine incidentally) but it doesn't help other people who might want to keep the reticule or some sort of crosshair available without zooming.

In any event, I'll try making kinetos's scope model the 'iron sights' for the time being (since it would cover the entire screen). Later we can add an actual iron sight texture.

Re: How do I get rid of aimer and also how to modify a scope?

Posted: Sun Dec 06, 2009 10:16 pm
by bobfinkl
trainmaster611 wrote:Heh, maybe you're right, but I feel like I was right on the bring of solving this.
Don't worry I figured out one fatal flaw :wink: , 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).

Re: How do I get rid of aimer and also how to modify a scope?

Posted: Sun Dec 06, 2009 10:22 pm
by trainmaster611
bobfinkl wrote:
trainmaster611 wrote:Heh, maybe you're right, but I feel like I was right on the bring of solving this.
Don't worry I figured out one fatal flaw :wink: , 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).
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.

Re: How do I get rid of aimer and also how to modify a scope?

Posted: Sun Dec 06, 2009 10:41 pm
by Fiodis
trainmaster611 wrote:Yeah, we'll just have to remember to add firstpersonzoom =1 or whatever.
There, fatal flaw removed. :wink:

Remember to edit the hud file so that it doesn't colorize by team.

Re: How do I get rid of aimer and also how to modify a scope?

Posted: Sun Dec 06, 2009 10:49 pm
by trainmaster611
Ok, this is what I've got so far.
Hidden/Spoiler:
Image
This is first person zoomed. I think I might have accidentally duplicated an HUD group or something (explaining the duplicate scopes). The hexagonal scope is just the default scope texture, and can be rid of in the odf.

And I'm having a bit of trouble with centering the scope. From the player's point of view, the coordinates in the HUD (x,y,z) are which way? Ie, which coordinate is up/down, which is left/right, and which is to/from.

Re: How do I get rid of aimer and also how to modify a scope?

Posted: Sun Dec 06, 2009 10:54 pm
by kinetosimpetus
aha, i knew those polies would show up. *goes off to delete them and reupload*

Re: How do I get rid of aimer and also how to modify a scope?

Posted: Sun Dec 06, 2009 10:59 pm
by trainmaster611
What polies? Is that what's causing the duplicate scope textures?

Re: How do I get rid of aimer and also how to modify a scope?

Posted: Sun Dec 06, 2009 11:01 pm
by kinetosimpetus
there were a few recktangles and triangles floating around the front middle of the big rectangle

msh without those here http://www.filefront.com/15077465/com_1 ... versal.msh