Scope 3D – Arma 3
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Revision as of 08:24, 18 May 2015
This page will show you how to make a 3D scope, step by step.
The black tunnel
Cut a black tunnel through ViewPilot model, so it is see-through from aiming point of view. Take advantage of one-sided polygons. If the shape is unsuitable, don't be afraid to deform it - it will be visible only from 1st person, so it might not look so apparent.
Alpha planes
Add inside alpha planes, as described on the picture:
- Front scope shadow
- Scope reticle
- Rear scope shadow
- Optional fake lens (eyepiece glass - serves only decorative purpose, not relevant for actual functionality)
- Holosight reticle
- Optional holosight glass (decorative)
Sort alpha
- Select alpha element that is supposed to be furthest from the eye, then pick Faces - Move top,
- Select next alpha element and repeat,
- Do this for all alphas until you have all in proper succession, from top to bottom (above image): holosight glass, fake lens, rear shadow, holo reticle, scope reticle, front shadow.
Assign respective textures and materials to alpha planes
Look on example package for specifics and more detailed materials and textures setup.
The parallax effect of holosight and scope elements is activated inside .RVMAT (material). When you assign such material to a model, it will start working automatically.
- For regular parallax effect, the .rvmat contains line uvSource="texCollimator";
- For inverted parallax effect, the .rvmat contains line uvSource="texCollimatorInv";
Troubleshooting
If you get ingame error saying "collimator is probably not planar", then you need to move active planes closer together in X axis and make their unwraps similar texel and size. But it shouldn't happen, mentioning just in case.
If you see light blue inside of the scope, alpha are incorrectly sorted.
If you see white inside scope, some textures are missing.