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FPSC Classic Models and Media / how to make guns with scope

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ace93
16
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Joined: 22nd Feb 2009
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Posted: 21st Mar 2009 18:55
how do I do it?
I mean not modeling the scope but having the option of right clicking and having all the scope stuff
Errant AI
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Posted: 21st Mar 2009 19:01
Open the gunspec.txt and add:


zoomaccuracy = x
zoomscope = y

x= a number value which makes the aim bobble around sort of like breathing.

y= a texture name for the scope overlay. example: scope1.tga

That's it. I think.
Pus In Boots
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Location: S.M.I.L.E. industries
Posted: 21st Mar 2009 21:54
Quote: "x= a number value which makes the aim bobble around sort of like breathing."


When did they add that?

Seriously, HUGE multiplayer shooter just weeks away!
Errant AI
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Posted: 21st Mar 2009 22:01
I think that was added around the time MP6 came out.
ace93
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Posted: 22nd Mar 2009 12:01
thanks I'll try to add iron sights this way
Errant AI
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Posted: 22nd Mar 2009 12:29
You can try but it will look quite poor because it will just be a static image of a gun which looks terrible if you're supposed to be shooting and there's no way (in unmodded FPSC) to limit the zoom factor. So, you'll have like bionic man vision where you can zoom with the mousewheel and a non-animating picture of a gun with no muzzleflash or anything like that.
ace93
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Posted: 22nd Mar 2009 16:17
well I got this error..can you help EAI?

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Errant AI
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Posted: 22nd Mar 2009 16:33
Your alpha content doesn't match your image content...

I can see the inverted alpha content from my CQBR in the tan area and your MP40 as well :S What image format are you using and how are you saving it out? Are you using a layered format which is including hidden layers or something?

IMO, 32bit (24bpp color/8bbp alpha) .DDS works best.
ace93
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Posted: 22nd Mar 2009 17:44
i was using targa exported in photoshop 32 bit.
but I dont think this method is reliable as you explained in detail.
thanks for all the help so far.
is there another (maybe more reliable) method to have iron sights without mods?
Errant AI
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Posted: 22nd Mar 2009 18:03
It's 100% reliable if you understand how alpha channels work.

What software are you using? If you're using Photoshop (and maybe others) it's really simple to see the seperate R,G,B and Alpha channels. You should be able to open up any "scope" overlay image you already have, look at the different channels and know what you need to do. You already almost hav it but you have some other junk mixed in there too. Get rid of whatever is causing the CQBR outline and you are set.
ace93
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Posted: 23rd Mar 2009 19:48
no no
I mean more reliable in terms of realism not just a iron sight that would magically zoom in.
Errant AI
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Posted: 23rd Mar 2009 21:05
Oh. I thought you meant reliable as in my method was crap

Maybe realistic is the word you were looking for.

In that case, without mods you are really limited and there's nothing you can do to make the weapon toggle between views...

If the weapon includes animations are set up for it, you can have part-time iron sights like I show in This video.

If no special animations are included you can open the weapon's gunspec.txt settings and mess around with the positioning values to get the weapon centered in the screen.

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