betto212 Posted January 9, 2009 Share Posted January 9, 2009 i searched a lot and dont find any iron sight or reflex sight. the vanila way of aim sucks ,so some simple iron sights like this http://www.igniq.com/news/americas%20army%2002.JPGand some reflex sights like this http://superdownloads.uol.com.br/imagens/s...6/5/65689,1.jpg would put more imersion on the combats. Link to comment Share on other sites More sharing options...
Pelinor Posted January 9, 2009 Share Posted January 9, 2009 I made working 3D iron sights for the 10mm SMG about a month ago, but I'll have to make it so you can't move while aiming to get rid of the hud reticle. I modified the "iron sight" aimation so the camera is behind the weapon in the right spot, which has to be done for both AimIS and AttackIS. I haven't checked, but I doubt it's going to work because it changes the animation for every weapon of that type, and their sights might not all be in the same place. It can't be done 2D because when using a "scope" overlay, the engine stops rendering about 1/4 of each side. (There doesn't seem to be a way around it, either.) That's why they use the black background for the scope. Link to comment Share on other sites More sharing options...
betto212 Posted January 10, 2009 Author Share Posted January 10, 2009 well ,changing the animation is the hardest...with a working aiming change the weapons to get compatible is a smaller isue... Link to comment Share on other sites More sharing options...
Xarmius Posted January 13, 2009 Share Posted January 13, 2009 If one would find out a system to change it seamlessly I would be all over it but it will take time unfortunately. Link to comment Share on other sites More sharing options...
SecretStash Posted January 13, 2009 Share Posted January 13, 2009 Here's a thought: Maybe use the scope functionality, but remove the black and crosshairs, significantly reduce the zoom, insert a 2D iron-sights or reflex sight texture, and then to account for the 1/4 missing edges of rendering white out the sides and apply a gradient towards the center. this would give the functionality of proper hardware sights, but might imply that the player is experiencing a sort of tunnel-vision as a result of focusing down the sights. Of course it's not the ideal solution, but I think this could work temporarily until someone discovers how to tell the engine to use the full screen when rendering the scoped view. Link to comment Share on other sites More sharing options...
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