Page 1 of 1

Custom Reticules

Posted: Tue Jun 02, 2009 2:51 pm
by trainmaster611
I've made a custom reticule in XSI using a circle and the reticule textures found in the data_\Common\interface folder.

My question is, besides a dummyroot, are there any other necessary steps I would have to take in XSI before exporting to make the reticule function properly ingame? And will meshex do for exporting it to .msh?

Re: Custom Reticules

Posted: Tue Jun 02, 2009 2:54 pm
by Maveritchell
I doubt it. Most of the HUD meshes are just flat meshes. I would make sure that your orientation is correct (and you can also check to confirm that there's nothing else you have to do) by opening up one of the stock reticule meshes in Unwrap 3D.

Re: Custom Reticules

Posted: Tue Jun 02, 2009 3:01 pm
by trainmaster611
Ok cool, I had done that already. But I noticed when I applied the texture in XSI, it didn't show as transparent -- it had a blue background instead (the transparent region of the texture is tinted every so slightly blue). I enabled AlphaChannel but the background turns black. Does that mean it's working and the black is an indication that it was applied or I've done something wrong?

Re: Custom Reticules

Posted: Tue Jun 02, 2009 3:03 pm
by Maveritchell
trainmaster611 wrote:Ok cool, I had done that already. But I noticed when I applied the texture in XSI, it didn't show as transparent -- it had a blue background instead (the transparent region of the texture is tinted every so slightly blue). I enabled AlphaChannel but the background turns black. Does that mean it's working and the black is an indication that it was applied or I've done something wrong?
Yes, it is probably fine. The textured decal mode in XSI doesn't render transparency.

Re: Custom Reticules

Posted: Tue Jun 02, 2009 11:23 pm
by trainmaster611
Thanks Mav! Works like a charm! :)

Btw, a reference to anyone who tries this in the future, remember to hexedit the msh to enable transparency, otherwise the blue background will show up.

Working reticules (except I didn't remove the reticule outline msh):
Hidden/Spoiler:
Image

Image

Image

Re: Custom Reticules

Posted: Wed Jun 03, 2009 9:48 pm
by AceMastermind
...The textured decal mode in XSI doesn't render transparency.
It does, you just need to make adjustments to the material:
Hidden/Spoiler:
Image
Increase any RGB value for Color in the Mix color section to anything higher than pure black(.004 or higher works)