Weapon Optic Creation – Arma Reforger
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After model is imported, open it in Resource Manager and change default materials which are assigned to '''Optic_pip & Optic_lensglass''' material slots. A nice starting point could be simply assigning to those fields following materials: | After model is imported, open it in Resource Manager and change default materials which are assigned to '''Optic_pip & Optic_lensglass''' material slots. A nice starting point could be simply assigning to those fields following materials: | ||
* | *{{Link|enfusion://ResourceManager/~ArmaReforger:Assets/Weapons/Attachments/Optics/ARTII/Data/Optic_ARTII_Lensglass.emat|Optic_ARTII_Lensglass.emat}} to '''Optic_lensglass''' slot | ||
* {{Link|enfusion://ResourceManager/~ArmaReforger:Assets/Weapons/Attachments/Optics/ARTII/Data/Optic_ARTII_PIPMaterial.emat|Optic_ARTII_PIPMaterial.emat}} to '''Optic_pip''' slot | |||
* | |||
Of course, if you wish to make some tweaks to those materials then it is also possible to duplicate above mentioned materials, do tweaks to them and then assign it to the optic you are working on. | Of course, if you wish to make some tweaks to those materials then it is also possible to duplicate above mentioned materials, do tweaks to them and then assign it to the optic you are working on. | ||
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==Material== | ==Material== | ||
[[File:armareforger-new-weapon-optic-hdr-material.png|left|thumb|334x334px|'''Optic_SampleOptic_HDR.emat and Reticle Map''']] | |||
With reticle textures ready, it is possible to prepare material for '''picture in picture''' sight: | With reticle textures ready, it is possible to prepare material for '''picture in picture''' sight: | ||
*Duplicate one of the existing optic HDR materials ('''HDREffect''' class) like - {{Link|enfusion://ResourceManager/~ArmaReforger:Assets/Weapons/Attachments/Optics/ARTII/Data/Optic_ARTII_HDR.emat|Optic_ARTII_HDR.emat}} . In this case this file was called '''Optic_SampleOptic_HDR.emat''' | *Duplicate one of the existing optic HDR materials ('''HDREffect''' class) like - {{Link|enfusion://ResourceManager/~ArmaReforger:Assets/Weapons/Attachments/Optics/ARTII/Data/Optic_ARTII_HDR.emat|Optic_ARTII_HDR.emat}} . In this case this file was called '''Optic_SampleOptic_HDR.emat''' | ||
*Open that new material and in '''Details''' tab locate '''Reticle Map''' property. | *Open that new material and in '''Details''' tab locate '''Reticle Map''' property. | ||
**Assign previously created reticle texture to '''Reticle Map property''' and save the | **Assign previously created reticle texture to '''Reticle Map property''' and save the material with {{Controls|Ctrl|S}} key combination. | ||
Rest of the properties can be left unchanged compared to source material although some tweaks to effects are permitted if you i.e. want to achieve some tint on the PIP view. T | |||
{{Clear}} | |||
=Prefab= | =Prefab= | ||
==Creation== | ==Creation== | ||
Next step in Optic creation is preparing a prefab. | |||
*Create new prefab which [[Arma Reforger: | *Create new prefab which [[Arma Reforger:Data Modding Basics#Using .22Inherit in....22 function|inherits]] from {{Link|enfusion://ResourceManager/~ArmaReforger:Prefabs/Weapons/Attachments/Optics/WeaponOptic_Base.et|WeaponOptic_Base.et}} prefab | ||
**Alternatively you can try to [[Arma Reforger: | **Alternatively you can try to [[Arma Reforger:Data Modding Basics#Using .22Duplicate to....22 function|duplicate one of the existing scopes]] like {{Link|enfusion://ResourceManager/~ArmaReforger:Prefabs/Weapons/Attachments/Optics/Optic_PSO1/Optic_PSO1_base.et|PSO-1}}or {{Link|enfusion://ResourceManager/~ArmaReforger:Prefabs/Weapons/Attachments/Optics/Optic_ARTII/Optic_ARTII_base.et|ART II}} scope | ||
Once prefab is duplicated, start editing it in for instance '''Prefab Edit''' mode and adjust following parameters | |||
*Assign scope mesh in '''Object''' property of '''MeshObject''' component | *Assign scope mesh in '''Object''' property of '''MeshObject''' component | ||
*Check '''Model Geometry''' option in '''RigidBody''' component - this will ensure that interactions with the item are working correctly and that it is possible to pick up this attachment from the ground | |||
This should be enough to see your accessory in the '''World Editor''', although there is more to do to get it to work properly. | |||
==Inventory configuration== | ==Inventory configuration== | ||
With some basic prefab configuration in place, it is time to move on to setting of inventory parameters, which affects things like '''appearance, mass and size''' in loadout system, '''character modifiers''' when scope is equipped and also '''compatibility of attachment''' with weapon slots. All of these things are configured in the '''InventoryItemComponent''' component, and that's where tweaks need to be made. | |||
'''InventoryItemComponent''' | === Inventory system configuration === | ||
[[File:armareforger-new-weapon-optic-inventory.png|thumb|Inventory configuration]] | |||
Starting with inventory configuration, this part is quite similar to what was already described in [[Arma Reforger:Weapon Creation/Prefab Configuration#Inventory Configuration|Weapon Creation tutorial]], so below is quick recap (with differences) of what has to be done in '''Attributes''' section of '''InventoryItemComponent''' | |||
*Item Display Name | *'''Item Display Name''' | ||
**Adjust '''Name''' & '''Description''' - both will be shown in in-game inventory system | **Adjust '''Name''' & '''Description''' - both will be shown in in-game inventory system | ||
*** | ***Name '''need to be [[Arma Reforger:Mod Localisation|localized]] -''' otherwise item will be displayed incorrectly in for instance '''Attach''' action visible in '''weapon inspection''' mode | ||
*Item Phys Attributes | *'''Item Phys Attributes''' | ||
**Adjust '''Weight''' - weight in game affects for instance how fast character is tired | **Adjust '''Weight''' - weight in game affects for instance how fast character is tired. Try to use real life values here (of course, if such data is available) - other wise you might try to set value similar to other scopes with similar dimensions. | ||
**Change '''Size Setup Strategy''' to '''Manual''' and adjust '''Item Dimensions''' & '''Item Volume -''' those two parameters are | **Change '''Size Setup Strategy''' to '''Manual''' and adjust '''Item Dimensions''' & '''Item Volume -''' those two parameters define much space this item will occupy in containers (like pouches or bags) that are available to player. In case of accessories it is recommended to use '''Manual''' mode, since '''Volume''' mode might result in an item where you cannot put it anywhere in inventory. | ||
**Change '''Resting UP''' parameter to '''Right''' | |||
Unlike as on weapon, '''Item Animation Attributes''' should be '''left empty/undefined'''. | |||
Next on the list is setting of the visual appearance of the scope in loadout view. Parameter related to it are stored in '''Custom Attributes''' section of '''InventoryItemComponent''' inside of '''PreviewRenderAttributes''' class. Over there, you can find familiar looking attributes which were mentioned in [[Arma Reforger:Weapon Creation/Prefab Configuration#Inventory Configuration|Weapon Creation tutorial]]. In case of Sample Optic, default values were good enough but of course, depending on the accessory that you are making, some adjustments to '''Camera Orbit Angles''' or '''Camera Distance To Item''' might be required. | |||
=== Character modifiers setup === | |||
===Attachments configuration=== | ===Attachments configuration=== | ||
In '''Custom Attributes''' section of '''InventoryItemComponent''' attributes you can find '''WeaponAttachmentAttributes''' class, which has one important parameter - '''Attachment Type.''' This parameter, similar to '''Magazine Well''' class, controls what type of attachment it is and where it can be attached. | In '''Custom Attributes''' section of '''InventoryItemComponent''' attributes you can find '''WeaponAttachmentAttributes''' class, which has one important parameter - '''Attachment Type.''' This parameter, similar to '''Magazine Well''' class, controls what type of attachment it is and where it can be attached. | ||
Since Sample Optic is using a RIS rail, one of the RIS attachment classes should be selected. | Since Sample Optic is using a [https://en.wikipedia.org/wiki/Rail_integration_system RIS rail], one of the RIS attachment classes should be selected. {{Feature|informative|If you are not sure what attachment slot you should use, you can head to one of the [enfusion://ScriptEditor/Scripts/Game/Weapon/Attachments/Attachments_optics.c;73 attachment scripts] and check if there are comments in code regarding selected class.}} | ||
* '''AttachmentOpticsRIS1913''' | |||
** Optics like scope + night vision sights combos can be attached to it | |||
** Length of this rail is above or equal 250mm | |||
* '''AttachmentOpticsRIS1913Medium''' | |||
** Optics like larger scopes, collimator + magnifier combos or similar can be attached to it | |||
** Length of this rail is up to 120mm | |||
* '''AttachmentOpticsRIS1913Short''' | |||
** Optics like collimators, scopes or similar can be attached to it | |||
** Length of this rail is up to 120mm | |||
* '''AttachmentOpticsRIS1913VeryShort''' | |||
** Optics like small collimators, ris ironsights or similar can be attached to it | |||
** Length of this rail is up to 80mm | |||
How does it work in practice? If weapon attachment slot is using '''AttachmentOpticsRIS1913Medium,''' then scopes which are using '''AttachmentOpticsRIS1913Medium, AttachmentOpticsRIS1913Short''' or '''AttachmentOpticsRIS1913VeryShort''' can be attached to it. If weapon has slot with '''AttachmentOpticsRIS1913VeryShort''' then only scopes with '''AttachmentOpticsRIS1913VeryShort Attachment Type''' can be used on it and '''AttachmentOpticsRIS1913Short or larger cannot be attached to such slot.''' | |||
In this case, '''Sample Optic''' is longer than 250mm so '''AttachmentOpticsRIS1913''' was picked.{{Feature|informative|You can change '''Attachment Type''' class after initial selection by clicking on that property with '''Right Mouse Button''' and selecting '''Change Class''' option from the context menu.}} | |||
== Optics configuration== | == Optics configuration== | ||
Configuration of the optic is stored in '''SCR_2DPIPSightsComponent''' component. As name suggest, this component enables both 2D & PIP mode on the scope depending on the preferences selected in '''Gameplay''' section of the in-game settings. | Configuration of the optic is stored in '''SCR_2DPIPSightsComponent''' component. As name suggest, this component enables both '''2D & PIP''' mode on the scope depending on the preferences selected in '''Gameplay''' section of the in-game settings. | ||
===Diagnostic tools === | ===Diagnostic tools === | ||
*Hold LWin + LAlt to open [[Arma Reforger:Diag Menu|Diag Menu]] | *Hold LWin + LAlt to open [[Arma Reforger:Diag Menu|Diag Menu]] | ||
*Use arrow keys and mouse to navigate and enable mouse cursor to edit properties | *Use arrow keys and mouse to navigate and enable mouse cursor to edit properties | ||
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Additionally, it is recommended to enable following debug options in '''GameCode > Weapons''' category: | Additionally, it is recommended to enable following debug options in '''GameCode > Weapons''' category: | ||
* Disable aim modifiers | * Disable aim modifiers - disables weapon sway - this is especially handy when trying to do some small tweaks to zeroing | ||
* Disable character aim modifiers | * Disable character aim modifiers | ||
* Disable weapon offset | * Disable weapon offset | ||
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**'''SCR_VariableSightsFOVInfo''' for variable power scopes | **'''SCR_VariableSightsFOVInfo''' for variable power scopes | ||
**Set '''Base Zoom''' to match the lowest magnification | **Set '''Base Zoom''' to match the lowest magnification | ||
*Set '''Sights Rear | *Set '''Sights Point Rear''' in the middle of '''Ocular''' - rear glass | ||
**Click on '''set class''' button and select '''PointInfo''' class | |||
*Set '''Sights Front Position''' straight in front of rear sight point (X and Y should match) on the plane of the '''Objective''' - front glass | *Set '''Sights Front Position''' straight in front of rear sight point (X and Y should match) on the plane of the '''Objective''' - front glass | ||
*Set '''Sights Position''' (main camera eye) behind the rear sight | *Set '''Sights Position''' (main camera eye) behind the rear sight | ||
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*Tweak sight point distance from rear sight, until '''Apparent FOV''' matches the FOV of 2D sight closely | *Tweak sight point distance from rear sight, until '''Apparent FOV''' matches the FOV of 2D sight closely | ||
*Tweak scope radius until the PIP sight image is as close match with 2D as possible | *Tweak scope radius until the PIP sight image is as close match with 2D as possible | ||
*'''Sight Position''' attribute '''Angles''' can be used to rotate the main camera if necessary | *'''Sight Position''' attribute '''Angles''' can be used to rotate the main camera if necessary | ||
<gallery mode="nolines" widths="500" heights="300"> | |||
File:armareforger-new-weapon-optic-view-PIP.png|'''PIP view''' | |||
File:armareforger-new-weapon-optic-view-2d.png|'''2D view''' | |||
</gallery> | |||
====Reticle==== | ====Reticle==== |
Revision as of 15:46, 5 July 2023
Goals
This tutorial will explain how to:
- Prepare optic mesh for import into the game
- Setting accessories slots
- 2D & PIP optic configuration
Mesh preparation
General
In principle, mesh preparation is not that different from weapon preparation itself. Again, orientation of the mesh is very important and there are few extra elements needed on the model which are described below.
When it comes to the mesh itself, keep in mind that rear part of the scope will be really close to the players camera when aiming down sights so its worth investing extra polygons in that place. For instance, don't be afraid to use 32 or more sides for cylinders right in front of the player eye. If you are worried about performance impact, you can reduce poly count quite sharply in next LOD, so that detailed mesh will be visible only when player is really close to it.
Colliders
Accessories should have collider with two collision layers - Weapon & FireGeo.
Weapon layer preset is responsible for physical interaction of the accessory, like collisions with other objects, while FireGeo is used for collisions with projectiles and also for detection of inventory actions. In case you don't see your actions in game, double check if item is using correct Layer Preset.
Depending on the complexity of accessory, collision of optic can be done either with single collider convex (UCX or UBX), which is using WeaponFire layer preset or by using two colliders - one simple convex (UCX) collider for Weapon layer preset and second, more complex trimesh (UTM) collider for FireGeo preset. In case of Sample Optic, second method was used.
In both cases, it is recommended to use one of the Weapon_xxx Game Materials on those colliders like:
This will ensure that attachment doesn't stop every bullet on impact.
Memory points
Slots
Attachments like optics are attached to slots and while technically it is not mandatory, adding snap point is a very handy thing. Procedure for adding that is same as on weapon. Below are few tips regarding
- Place snap_weapon empty object at location, where you want to snap with the weapon. See Weapon Slots and Bones page for more details.
- snap_weapon works together with slot_optic point on parent weapon
- Without snap_weapon point, origin of the model would be used for snapping
- In case of RIS rail, middle point in Y axis is sort of way to go.
- Some freedom is allowed though - for instance accessories like Carry Handle Optics, middle location would most likely make it an unusable accessory on most weapons
Points
In order to make configuration of SCR_2DPIPSightsComponent component bit easier, it is recommended to add few points directly in model for setting things like eye position when aiming down sight and front/rear points for camera calculation. Sample Optic has two sights - primary, optical sight with 4x zoom and backup ironsights located on top of it.
Starting with primary sight, perform following actions:
- Create eye empty object - it should be placed few cm away from the middle of the ocular
- This point will be used for main optic, when character is aiming down sights (ADS)
- Create eye_ironsight - place it in line with ironsights located at the top of the optic
- This point will be used for backup ironsights
Creating Optic Mesh for PIP
Next step in weapon optic creation is adding additional mesh to the scope on which scope view will be rendered. This can be done in few steps:
- Create flat mesh for picture in picture (PIP) sight rendering and place it at the ocular
- Scope view will be rendered on this surface so make sure it is detailed enough
- UVs of that mesh should cover whole UV island
- If texture is not render correctly (i.e. rotated by 45 degrees to the left or right) and you are sure that , make sure that UVs are rotated correctly
- Create new material called for instance "Optic_pip" and assign it to mesh created in previous step
Additionally, it is a good idea to have additional layer of mesh in front of the PIP selection which has glass like material with some tint and subtle reflections. To do so, follow below steps:
- Create 2nd, more round and convex, mesh for glass optic. Place it in front of PIP mesh. Additionally, you can also use same mesh on the opposite side of the scope
- This is mesh would be only used as eye candy, showing i.e. glass reflection, so don't be afraid to put some extra polygons there
- Create new material called for instance "Optic_lensglass" and assign it to mesh created in previous step
Model Import & Registration
Once that is done, it is possible to import the model into Workbench. Process itself is same as for the weapon, so refer to Model Import & Registration segment of Weapon Creation tutorial.
After model is imported, open it in Resource Manager and change default materials which are assigned to Optic_pip & Optic_lensglass material slots. A nice starting point could be simply assigning to those fields following materials:
- Optic_ARTII_Lensglass.emat to Optic_lensglass slot
- Optic_ARTII_PIPMaterial.emat to Optic_pip slot
Of course, if you wish to make some tweaks to those materials then it is also possible to duplicate above mentioned materials, do tweaks to them and then assign it to the optic you are working on.
Since this model is using empty objects as snap/slot points, it is necessary to check Export hierarchy in Import Settings section. Of course, once this step is performed, don't forget to click on Reimport resource button!
Texture & Material
Reticle
Next step in optic creation will be making of a reticle texture. Create a new texture in graphic editor of your choice and start painting the texture. In case of Sample Optic, TGA texture with Alpha channel was used. In Alpha channel section, which is supposed to be transparent was painted in black.
Vanilla reticles also tends to use PNGs with transparency in the background although creation of such might be troublesome if software that you are using doesn't allow preservation of RGB values when alpha is set to 0.
Below are few tips to keep in mind while making such texture:
- 1024x1024px size is recommended for smaller, less detailed reticles
- If its needed, higher resolution could be used but caution is suggested
- Reticle should fill most of the canvas
- Color of the reticle doesn't mater - it is later replaced by the engine - therefor using just white for the reticle is recommended
- To fix reticle texture blurriness or artifacts you can either:
- Change manually in reticle EDDS Import Settings two parameters - Conversion Quality to 100 and uncheck Generate Mips checkbox. In this scenario, you need to use _UI suffix for your textures!
- Replace the Configuration section of .meta file (open it in text editor) as following, then reimport the texture. You might use _Reticle suffix for your texture
- To fix reticle texture blurriness or artifacts you can either:
Configurations {
TGAResourceClass PC : "{33F97FFE35E57E1D}Configs/System/ResourceTypes/PC/TextureReticle.conf" {
}
TGAResourceClass XBOX_ONE : "{0B42FA7CFD77120F}Configs/System/ResourceTypes/XBOX_ONE/TextureReticle.conf" {
}
TGAResourceClass PS4 : "{C1FA7DC8973FA4A1}Configs/System/ResourceTypes/PS4/TextureReticle.conf" {
}
TGAResourceClass HEADLESS : "{9664EF94CE7C4525}Configs/System/ResourceTypes/HEADLESS/TextureReticle.conf" {
}
TGAResourceClass XBOX_SERIES : "{A4AA0C6FDF186747}Configs/System/ResourceTypes/XBOX_SERIES/TextureReticle.conf" {
}
}
Material
With reticle textures ready, it is possible to prepare material for picture in picture sight:
- Duplicate one of the existing optic HDR materials (HDREffect class) like - Optic_ARTII_HDR.emat . In this case this file was called Optic_SampleOptic_HDR.emat
- Open that new material and in Details tab locate Reticle Map property.
- Assign previously created reticle texture to Reticle Map property and save the material with Ctrl + S key combination.
Rest of the properties can be left unchanged compared to source material although some tweaks to effects are permitted if you i.e. want to achieve some tint on the PIP view. T
Prefab
Creation
Next step in Optic creation is preparing a prefab.
- Create new prefab which inherits from WeaponOptic_Base.et prefab
- Alternatively you can try to duplicate one of the existing scopes like PSO-1or ART II scope
Once prefab is duplicated, start editing it in for instance Prefab Edit mode and adjust following parameters
- Assign scope mesh in Object property of MeshObject component
- Check Model Geometry option in RigidBody component - this will ensure that interactions with the item are working correctly and that it is possible to pick up this attachment from the ground
This should be enough to see your accessory in the World Editor, although there is more to do to get it to work properly.
Inventory configuration
With some basic prefab configuration in place, it is time to move on to setting of inventory parameters, which affects things like appearance, mass and size in loadout system, character modifiers when scope is equipped and also compatibility of attachment with weapon slots. All of these things are configured in the InventoryItemComponent component, and that's where tweaks need to be made.
Inventory system configuration
Starting with inventory configuration, this part is quite similar to what was already described in Weapon Creation tutorial, so below is quick recap (with differences) of what has to be done in Attributes section of InventoryItemComponent
- Item Display Name
- Adjust Name & Description - both will be shown in in-game inventory system
- Name need to be localized - otherwise item will be displayed incorrectly in for instance Attach action visible in weapon inspection mode
- Adjust Name & Description - both will be shown in in-game inventory system
- Item Phys Attributes
- Adjust Weight - weight in game affects for instance how fast character is tired. Try to use real life values here (of course, if such data is available) - other wise you might try to set value similar to other scopes with similar dimensions.
- Change Size Setup Strategy to Manual and adjust Item Dimensions & Item Volume - those two parameters define much space this item will occupy in containers (like pouches or bags) that are available to player. In case of accessories it is recommended to use Manual mode, since Volume mode might result in an item where you cannot put it anywhere in inventory.
- Change Resting UP parameter to Right
Unlike as on weapon, Item Animation Attributes should be left empty/undefined.
Next on the list is setting of the visual appearance of the scope in loadout view. Parameter related to it are stored in Custom Attributes section of InventoryItemComponent inside of PreviewRenderAttributes class. Over there, you can find familiar looking attributes which were mentioned in Weapon Creation tutorial. In case of Sample Optic, default values were good enough but of course, depending on the accessory that you are making, some adjustments to Camera Orbit Angles or Camera Distance To Item might be required.
Character modifiers setup
Attachments configuration
In Custom Attributes section of InventoryItemComponent attributes you can find WeaponAttachmentAttributes class, which has one important parameter - Attachment Type. This parameter, similar to Magazine Well class, controls what type of attachment it is and where it can be attached.
Since Sample Optic is using a RIS rail, one of the RIS attachment classes should be selected.
- AttachmentOpticsRIS1913
- Optics like scope + night vision sights combos can be attached to it
- Length of this rail is above or equal 250mm
- AttachmentOpticsRIS1913Medium
- Optics like larger scopes, collimator + magnifier combos or similar can be attached to it
- Length of this rail is up to 120mm
- AttachmentOpticsRIS1913Short
- Optics like collimators, scopes or similar can be attached to it
- Length of this rail is up to 120mm
- AttachmentOpticsRIS1913VeryShort
- Optics like small collimators, ris ironsights or similar can be attached to it
- Length of this rail is up to 80mm
How does it work in practice? If weapon attachment slot is using AttachmentOpticsRIS1913Medium, then scopes which are using AttachmentOpticsRIS1913Medium, AttachmentOpticsRIS1913Short or AttachmentOpticsRIS1913VeryShort can be attached to it. If weapon has slot with AttachmentOpticsRIS1913VeryShort then only scopes with AttachmentOpticsRIS1913VeryShort Attachment Type can be used on it and AttachmentOpticsRIS1913Short or larger cannot be attached to such slot.
In this case, Sample Optic is longer than 250mm so AttachmentOpticsRIS1913 was picked.
Optics configuration
Configuration of the optic is stored in SCR_2DPIPSightsComponent component. As name suggest, this component enables both 2D & PIP mode on the scope depending on the preferences selected in Gameplay section of the in-game settings.
Diagnostic tools
- Hold LWin + LAlt to open Diag Menu
- Use arrow keys and mouse to navigate and enable mouse cursor to edit properties
- Use the GameCode > Weapons > Show optics diag debug to experiment and verify reticle or scope settings
- The debug rendering circle in PIP can be inaccurate. It has precise on screen angular size in 2D optics mode
Additionally, it is recommended to enable following debug options in GameCode > Weapons category:
- Disable aim modifiers - disables weapon sway - this is especially handy when trying to do some small tweaks to zeroing
- Disable character aim modifiers
- Disable weapon offset
Setting base sight properties
- Set Sight FOV Info
- SCR_SightsZoomFOVInfo for fixed power scopes
- SCR_VariableSightsFOVInfo for variable power scopes
- Set Base Zoom to match the lowest magnification
- Set Sights Point Rear in the middle of Ocular - rear glass
- Click on set class button and select PointInfo class
- Set Sights Front Position straight in front of rear sight point (X and Y should match) on the plane of the Objective - front glass
- Set Sights Position (main camera eye) behind the rear sight
- Sights Rear Position, Sights Front Position and Sights Position should all be aligned on single axis for simplicity sake
- Use Camera Offset property to move camera to middle of the objective if the objective is in not aligned with Sights
- Use Camera Angles property to rotate the scope camera if necessary
Setting 2D scope
Scope
- Set Objective FOV in degrees
- Set Magnification to match Sight FOV Info Base Zoom
- Tweak Ocular Scale so that the optic does not leak out of Full HD 16:9 screen (recommended, optional) - expected values are between 1 and 0.5
- Tweak Vignette scale similarly, style it as you like
Reticle
- Set Reticle Texture and Reticle Glow Texture
- Set Reticle Base Zoom
- For Front focal plane reticle, this should be set to zero
- For Rear focal plane reticle, this should match Magnification or any zoom level that should be used as reference for Reticle Angular Size
- Set Reticle Angular Size in degrees
- Reference marks angular size/distance
- The further away these marks are from each other, the better
- Example: for PSO-1 should measure horizontal 10 USSR mils marks, that should be 20 USSR mils apart 20 * 6000 mils / 360 degrees = 1.2 degrees
- Set Reticle Portion in percent
- part of reticle that should match the specified Reticle Angular Size, allowing quick adaptation and verification of different reticle textures
- Example: for PSO-1 the horizontal 10 mils marks are 304 pixels apart on 1024x1024 texture 304/1024 = 0.29687
Setting PIP scope
Scope
- Make sure your 2D scope is set up properly, otherwise you may have to set it up again
- Tweak sight point distance from rear sight, until Apparent FOV matches the FOV of 2D sight closely
- Tweak scope radius until the PIP sight image is as close match with 2D as possible
- Sight Position attribute Angles can be used to rotate the main camera if necessary
Reticle
- PIP sight needs HDR material with same texture as the 2D optic
- To avoid misalignment, the reticle movement option in HDR material should be disabled
- Tweak vignette settings in HDR material so that it looks similarly to 2D sight