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Additional view problem #378254
07/21/11 11:06
07/21/11 11:06
Joined: May 2009
Posts: 5,367
Caucasus
3run Offline OP
Senior Expert
3run  Offline OP
Senior Expert

Joined: May 2009
Posts: 5,367
Caucasus
I'm trying to make realistic scope for a sniper rifle, but I've faced two problems:
* new view is blured (and if I don't use fog and other stuff, it has some king of fake HDR effect grin everything is too bright!)
* view entity (the crosshair) is blurred too...
Here is the screen:

BTW, I try to add lens shader from "mtlView.c" but there are two problems as well..
* screen gets blurred (and only in the left upper corner, there is view that has lens effect in the upper corner)
* scope's view has fog color (gray) and doesn't show anything...
I tried to set shader via "pp_set", tried to assign it "scope.material = mtl_lens" and even assigned shader in the Views body...
How can I make view more sharper (without shader) and how can I add proper lens effect for scope (to make it more realistic, or may be any other suggestions?)?
BTW, as you can see at this picture:

View is visible if there player isn't aiming, I would like to hear any ideas how to make it looks more realistic.
But without hiding the "scope view"! So, from this position (as on the second picture) player can see something like this:
Youtube video
While reloading the bolt, you can see how scope acts, it looks very realistic, and ideas how to make this with GS?
And for those who are too lazy to watch the video above, here is the screen:




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Re: Additional view problem [Re: 3run] #378310
07/22/11 06:00
07/22/11 06:00
Joined: May 2009
Posts: 5,367
Caucasus
3run Offline OP
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3run  Offline OP
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Joined: May 2009
Posts: 5,367
Caucasus
So, will there be a chance to get an answer this time?


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Re: Additional view problem [Re: 3run] #378313
07/22/11 08:46
07/22/11 08:46
Joined: May 2008
Posts: 2,113
NRW/Germany
alibaba Online
Expert
alibaba  Online
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Joined: May 2008
Posts: 2,113
NRW/Germany
place you view between 3 vertexes of the scope, so it rotates with the scope. wink

Sorry, i have no clue about your 1st problem.


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Re: Additional view problem [Re: alibaba] #378317
07/22/11 09:50
07/22/11 09:50
Joined: May 2009
Posts: 5,367
Caucasus
3run Offline OP
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3run  Offline OP
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Joined: May 2009
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Dude, it doesn rotate with the scope, view is attached to the third skin (which is scope's lens skin), everything is ok, I just want it to be more sharper. And I want to hear ideas for how to make it looks more realistic, other ways, it rotates and moves with rifle (as it should).


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Re: Additional view problem [Re: 3run] #378331
07/22/11 14:59
07/22/11 14:59
Joined: Aug 2009
Posts: 1,438
Spain
painkiller Offline
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painkiller  Offline
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Joined: Aug 2009
Posts: 1,438
Spain
maybe the resolution of the bmap you are using is too low. About the second problem is about projections in space, maybe you can simplify it adding a pan value to that view when you aren't aiming until it looks aligned with the camera.

Last edited by painkiller; 07/22/11 14:59.

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Re: Additional view problem [Re: painkiller] #378335
07/22/11 15:50
07/22/11 15:50
Joined: May 2009
Posts: 5,367
Caucasus
3run Offline OP
Senior Expert
3run  Offline OP
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Joined: May 2009
Posts: 5,367
Caucasus
Resolution of bmap (skin on the weapon) is 256, and the size of the view is same.


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Re: Additional view problem [Re: 3run] #378336
07/22/11 16:01
07/22/11 16:01
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
Well, there's your answer. In your screenshot (800x600), the scope occupies at least 400x400 pixels of screen-space. That's 256x256 upscaled to 400x400, so it's blurry. On higher resolutions (800x600 is very small by today's standards) it'll appear even more blurred.

Jibb


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Re: Additional view problem [Re: JibbSmart] #378362
07/22/11 21:49
07/22/11 21:49
Joined: Jun 2011
Posts: 133
N
nomis23uk Offline
Member
nomis23uk  Offline
Member
N

Joined: Jun 2011
Posts: 133
Just noticed your using the trail version. I think I read some where that shaders tend to give all sorts of issues when using the trial version...not sure if this adds to the mix when trying to work with shaders in the trial version or not.


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Re: Additional view problem [Re: nomis23uk] #378363
07/22/11 22:32
07/22/11 22:32
Joined: Oct 2007
Posts: 5,209
İstanbul, Turkey
Quad Offline
Senior Expert
Quad  Offline
Senior Expert

Joined: Oct 2007
Posts: 5,209
İstanbul, Turkey
Trial version does not do that, warez versions do.


3333333333
Re: Additional view problem [Re: Quad] #378388
07/23/11 10:30
07/23/11 10:30
Joined: May 2009
Posts: 5,367
Caucasus
3run Offline OP
Senior Expert
3run  Offline OP
Senior Expert

Joined: May 2009
Posts: 5,367
Caucasus
OK, thank you Jibb, that fixed problem with fake blur.
I found another problem, with fake HDR effect...
When I set "sun_light" to non zero value scope view is too bright...
But I still can't apply lens shader to it...
Here is what I want to do:
Scope model has 3 meshes and 3 skins:
* base
* additional mesh with skin inside the scope model (I use this to attach view)
* lens
Here is the picture:

I already tried to attach other view shaders to skin3, 4 example emboss.
I do that via "ent_mtlset", and it's affects on the view (skin2, which is under skin 3).
But when I apply lens shader, it just changes it's color to black.
I know applying post shader to skin isn't right, but it works in most cases.
Any way, it doesn't help me to rich the result which I want to have (see first post, last picture).
Please, share some ideas how could I make it looks better and more realistic.


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