Scope 3D – Arma 3

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m (Tom 48 97 moved page Arma 3 scope 3D to Arma 3 Scope 3D)
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[[File:arma3_scope3d_01.jpg|700px]]
[[File:arma3_scope3d_01.jpg|700px]]


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.
Cut a black tunnel through the LOD ''ViewPilot'', 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 ==
== Alpha planes ==
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* Scope reticle
* Scope reticle
* Rear scope shadow
* Rear scope shadow
* Optional fake lens (eyepiece glass - serves only decorative purpose, not relevant for actual functionality)
* Fake lens (Optional, eyepiece glass, decorative only)
* Holosight reticle
* Holosight reticle
* Optional holosight glass (decorative)
* Holosight glass (Optional, decorative only)


== Sort alpha ==  
== Sort alpha ==  
*Select alpha element that is supposed to be furthest from the eye, then pick Faces - Move top,
*Select the alpha element that is supposed to be furthest from the eye, then pick Faces - Move top,
*Select next alpha element and repeat,
*Select the 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.
*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.


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Look on example package for specifics and more detailed materials and textures setup.
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.
The parallax effect of the holosight and the 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 regular parallax effect, the .rvmat must include an entry ''uvSource="texCollimator";''
*For inverted parallax effect, the .rvmat contains line  uvSource="texCollimatorInv";
* For inverted parallax effect, the .rvmat must include an entry ''uvSource="texCollimatorInv";''


== Troubleshooting ==
== 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 an error saying "collimator is probably not planar" is shown by the game, it means the active planes must be moved closer together in X axis and make their unwraps similar texel and size.


If you see light blue inside of the scope, alpha are incorrectly sorted.
If you see light blue inside of the scope, alpha are incorrectly sorted, double check the step "Sort alpha".


If you see white inside scope, some textures are missing.
If you see white inside scope, it means that at least a texture is missing.

Revision as of 09:17, 19 May 2015

Template:Stub

This page will show you how to make a 3D scope, step by step.

The black tunnel

arma3 scope3d 01.jpg

Cut a black tunnel through the LOD ViewPilot, 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:

arma3 scope3d 02.jpg

  • Front scope shadow
  • Scope reticle
  • Rear scope shadow
  • Fake lens (Optional, eyepiece glass, decorative only)
  • Holosight reticle
  • Holosight glass (Optional, decorative only)

Sort alpha

  • Select the alpha element that is supposed to be furthest from the eye, then pick Faces - Move top,
  • Select the 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 the holosight and the 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 must include an entry uvSource="texCollimator";
  • For inverted parallax effect, the .rvmat must include an entry uvSource="texCollimatorInv";

Troubleshooting

If an error saying "collimator is probably not planar" is shown by the game, it means the active planes must be moved closer together in X axis and make their unwraps similar texel and size.

If you see light blue inside of the scope, alpha are incorrectly sorted, double check the step "Sort alpha".

If you see white inside scope, it means that at least a texture is missing.