5/24/2023 0 Comments Alwarren arma 3![]() ![]() With the first LOD selected, add the named property 'forcenotalpha' and make it a value of 1. Also, make very sure that the reticule is on the same axis as your 'eye' selection in the Memory LOD, or the weapon will not shoot correctly.Įxport your model as normal, and load into Oxygen 2. Make sure to assign the right texture to it, and uv-unwrap it. ![]() A factor of 2 should do, but that is something that needs experimenting. You will likely have to scale it up a bit since it is now pretty far away from the viewer. ![]() If you had a previous reticule, you can translate that to the end of the tunnel. At the end of the tunnel, place a quad with your reticule mapped onto it. Make sure that the normals are correctly pointing outside. The result should look something like this Grab the indicated edge loop, duplicate it (Control-D in Blender), then extrude a long, slightly tapered tunnel from it (Press 'E' in Blender). In order to hide the reticule from view, it is placed at the end of a long transparent tube that will obstruct any vision of the reticule and nothing else. You do not need to add anything to the non-PILOT views. All of the following (except specifically noted) is done with the PILOT view of the model.
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