How do I remove the aimer and modify a scope?

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trainmaster611
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Re: How do I get rid of aimer and also how to modify a scope?

Post by trainmaster611 »

Ok, I'll grab that when I get the chance.

I'm not making any progress so I'm calling it a night. I'll try again tomorrow. Someone else can try if they so desire.
Last edited by trainmaster611 on Sun Dec 06, 2009 11:35 pm, edited 2 times in total.
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Re: How do I get rid of aimer and also how to modify a scope?

Post by bobfinkl »

I have a iron sights texture all set up for testing, if you want to use it I'll upload it.
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Re: How do I get rid of aimer and also how to modify a scope?

Post by trainmaster611 »

Yeah sure, that would be nice.

Here's the relevant HUD file for anyone that's interested.
Hidden/Spoiler:
Group("player1reticule")
{
EventPosition("player1.weapon1.reticule.position")
Position(0.000000, 0.0000, 0.000000, "Viewport")
Scale(1.000, 1.000, 1.000)
PropagateAlpha(1)
Alpha(1.0000)
EventEnable("player1.weapon1.reticule.position")
EventDisable("player1.weapon1.reticule.disable")
EventAlpha("player1.reticule.alpha")

Model3D("player1reticule_shape")
{
Mesh("hud_main_reticule")
Scale(1.000000, 1.000000, 1.000000)
Alpha(1.000000)
ColorChangeRate(0.000000)
EventEnable("initialize")
EventColor("player1.weapon1.target.teamColor")
}

Group("player1bullseye")
{
EventEnable("initialize")
PropagateAlpha(0)
Model3D("player1reticule_bullseye")
{
Mesh("hud_main_reticule_bullseye")
Scale(0.35, 0.35, 0.35)
Alpha(0.50000)
EventEnable("initialize")
EventDisable("player1.weapon1.refire")
ColorChangeRate(0.001000)
EventColor("player1.weapon1.target.teamColorBright")
}
}

Model3D("player1reticule_hit")
{
Mesh("hud_main_reticule_hit")
Lighting(0)
Scale(0.260000, 0.260000, 0.260000)
ZOrder(0)
Alpha(0.900000)
Color(1, 86, 213)
ColorChangeRate(0.010000)
FadeHoldTime(0.330000)
EventEnable("player1.weapon1.target.hit")
EventColor("player1.weapon1.target.hitColor")
}

Model3D("player1reticule_criticalhit")
{
Mesh("hud_main_reticule_criticalhit")
Scale(0.260000, 0.260000, 0.260000)
Alpha(0.900000)
Color(1, 86, 213)
ColorChangeRate(0.010000)
FadeHoldTime(0.600000)
FadeSustainTime(0.500000)
FadeOutTime(0.010000)
EventEnable("player1.weapon1.target.hitCritical")
EventColor("player1.weapon1.target.hitColor")
}

BarSegmented("player1weapon1clipbar")
{
AngleStart(-135.296936)
AngleEnd(144.795883)
NumSegments(30)
Value(1.000000)
EventValue("player1.weapon1.totalClipFraction")
Rect(0.087831, 0.111404, "Center", "Center", "Viewport")
PropagateAlpha(1)
Position(-0.000581, -0.001564, 0.000000, "Viewport")
ColorChangeRate(0.100000)
FadeHoldTime(6.030002)
FadeSustainTime(1.020000)
FadeOutTime(0.500000)
EventEnable("player1.weapon1.totalClipFraction")
EventDisable("player1.weapon1.target.disable")
Segment("Segment")
{
Bitmap("hud_clipbar_segment")
BitmapStyle("Shadow")
BitmapRect(0.003122, 0.014606, "Center", "Center", "Viewport")
Alpha(0.750000)
Color(160, 160, 224)
FadeInTime(0.100000)
FadeOutTime(0.250000)
}

}

BarSegmented("player1weapon2refirebar")
{
AngleStart(-119.999985)
AngleEnd(240.095596)
NumSegments(3)
Value(1.000000)
EventValue("player1.weapon2.refire")
Rect(0.088454, 0.120721, "Center", "Center", "Viewport")
PropagateAlpha(1)
Position(-0.012124, -0.017216, 0.000000, "Viewport")
Scale(1.280000, 1.280000, 1.280000)
ZOrder(0)
Color(177, 50, 0)
ColorChangeRate(0.100000)
FadeHoldTime(0.600000)
FadeOutTime(0.320000)
EventEnable("player1.weapon2.refire")
EventDisable("player1.weapon2.disable")
Segment("Segment")
{
Bitmap("hud_secondary_refire_segment")
BitmapStyle("Shadow")
BitmapRect(0.006262, 0.008351, "Center", "Center", "Viewport")
FadeInTime(0.100000)
FadeOutTime(0.250000)
}

}

BarSegmented("player1weapon1heatbar")
{
AngleStart(-149.999832)
AngleEnd(149.999832)
NumSegments(30)
Value(1.000000)
EventValue("player1.weapon1.heat")
Rect(0.092845, 0.120721, "Center", "Center", "Viewport")
PropagateAlpha(1)
Alpha(0.600000)
Color(239, 255, 41)
EventEnable("player1.weapon1.heat")
EventDisable("player1.weapon1.disable")
EventColor("player1.weapon1.heatcolor")
Segment("Segment")
{
Bitmap("white")
BitmapStyle("Shadow")
BitmapRect(0.016252, 0.012504, "Center", "Center", "Viewport")
Alpha(0.750000)
FadeInTime(0.100000)
FadeOutTime(0.300000)
}

}

BarSegmented("player1weapon1refire_leftbit")
{
AngleStart(-179.999893)
AngleEnd(-139.999939)
NumSegments(3)
Value(1.000000)
EventValue("player1.weapon1.refire")
Rect(0.092845, 0.120721, "Center", "Center", "Viewport")
PropagateAlpha(1)
Alpha(0.600000)
Color(255, 0, 0)
EventEnable("player1.weapon1.refire")
EventDisable("player1.weapon1.disable")
Segment("Segment")
{
Bitmap("white")
BitmapStyle("Shadow")
BitmapRect(0.007862, 0.012504, "Center", "Center", "Viewport")
FadeInTime(0.050000)
FadeOutTime(0.100000)
}

}

BarSegmented("player1weapon1refire_rightbit")
{
AngleStart(-179.999893)
AngleEnd(-139.999939)
NumSegments(3)
Value(1.000000)
EventValue("player1.weapon1.refire")
Rect(0.092845, 0.120721, "Center", "Center", "Viewport")
PropagateAlpha(1)
Position(0.092858, 0.001168, 0.000000, "Viewport")
Rotation(0.000000, 180.000000, 0.000000)
Alpha(0.600000)
Color(255, 0, 0)
EventEnable("player1.weapon1.refire")
EventDisable("player1.weapon1.disable")
Segment("Segment")
{
Bitmap("white")
BitmapStyle("Shadow")
BitmapRect(0.007862, 0.012504, "Center", "Center", "Viewport")
FadeInTime(0.050000)
FadeOutTime(0.100000)
}

}

}
I renamed com_1st_universal_scope msh or w/e it was to hud_main_reticule, fyi.
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Fiodis
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Re: How do I get rid of aimer and also how to modify a scope?

Post by Fiodis »

Heh, if you're still having the dual-scope issue you could always skin one transparent. I only started fooling around with HUD files about three days before I lost all my modding progress, so as fas as I've figured it out y appears to be up/down and x left/right, but don't quote me on that. Z I'm fairly sure is front/back.
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Re: How do I get rid of aimer and also how to modify a scope?

Post by bobfinkl »

Here is the iron sights, arms included (may have some issues with the size/centering of the image):
Hidden/Spoiler:
Image
Credits go to Treyarch for creating the iron sights in CoD5 from which I photosourced this.
Fiodis wrote:Heh, if you're still having the dual-scope issue you could always skin one transparent. I only started fooling around with HUD files about three days before I lost all my modding progress, so as fas as I've figured it out y appears to be up/down and x left/right, but don't quote me on that. Z I'm fairly sure is front/back.
Problem with the dual scope is 3rd person will look weird, even if you move the camera up to where the first person view would be (that would just confuse you as to why it moves the camera all the way there).
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Re: How do I get rid of aimer and also how to modify a scope?

Post by Fiodis »

bobfinkl wrote:Problem with the dual scope is 3rd person will look weird, even if you move the camera up to where the first person view would be (that would just confuse you as to why it moves the camera all the way there).
Which is why, as suggested a while ago, one would need to make it zoom in the same way a sniper zooms. I'm not claiming this solution is perfect, I'm claiming that it's reasonably sound.
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Re: How do I get rid of aimer and also how to modify a scope?

Post by bobfinkl »

It would be a perfectly fine solution especially for the map types it would be mainly used on, if the scope solution doesn't work.
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Re: How do I get rid of aimer and also how to modify a scope?

Post by swado95 »

Can't you just make it all one image or model then just when you go to zoom like a sniper scope it has iron sites instead?
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Re: How do I get rid of aimer and also how to modify a scope?

Post by Fiodis »

The problem with the stock one is that it is all one model, but with quartered UVs. So a new model is necessary.
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Re: How do I get rid of aimer and also how to modify a scope?

Post by swado95 »

So dose anyone know how to make a new one?
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Re: How do I get rid of aimer and also how to modify a scope?

Post by Fiodis »

Yes, that's what kinetosimpetus did, and what trainmaster is using. You might want to follow the threead through a bit more carefully.
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Re: How do I get rid of aimer and also how to modify a scope?

Post by swado95 »

Then why isn't it working.
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Re: How do I get rid of aimer and also how to modify a scope?

Post by Fiodis »

It is working. There is no fundamental axiom of modding that disallows this. It just takes a little trial-and-error to get it positioned right, so you can't expect it right away, or even after several days.
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Re: How do I get rid of aimer and also how to modify a scope?

Post by swado95 »

Ok well Idk about this kind of of stuff but just let me know if you get it working. If you want ill skin the scope for you.
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Re: How do I get rid of aimer and also how to modify a scope?

Post by trainmaster611 »

This was one of the earlier versions before I started trying to mess with the HUD to make it cover the whole screen.

Image

As you can see, there was no duplicate reticule. After I messed with the size and coordinates of the reticule, the new reticule appeared but the old one didn't go away.

Image

I dunno what's up with that.

Anyway, can someone make a tga texture with a transparent background for the iron sights?
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Re: How do I get rid of aimer and also how to modify a scope?

Post by Fiodis »

bobfinkl wrote:Here is the iron sights, arms included (may have some issues with the size/centering of the image):
Hidden/Spoiler:
Image
You can skin the stock scope transparent.
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Re: How do I get rid of aimer and also how to modify a scope?

Post by swado95 »

So how do I get that second aimer thing out of the scope?
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Re: How do I get rid of aimer and also how to modify a scope?

Post by DarthD.U.C.K. »

you cant remove parts from the HUD but, as fiodis said, maybe you can skin the stock reticule/aimer/scope transparent
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Re: How do I get rid of aimer and also how to modify a scope?

Post by bobfinkl »

Anyone care to reexplain what you guys have said in simpler terms? I myself don't understand what you guys are saying.
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Re: How do I get rid of aimer and also how to modify a scope?

Post by Fiodis »

Sure.

What has been tried in the past is skinning the sniper scope to look like an ironsight. This did not work because of the scope's UV layout; you ended up with four ironsights, two of them upside down. We've made a new, flat mesh with just straight UVs, skinned an ironsight on, and positioned it over the stock sniper scope. Then we skinned the stock sniper scope to be transparent. End result (hopefully): sniper scope ironsights.
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