Description

Introduces parallax mapped mark for all reflex sights. Now red dot is not stuck to center of screen but follows the point your gun aimed at

Preview
Parallax Reflex Sights
Post comment Comments  (0 - 50 of 72)
tint08771
tint08771 - - 669 comments

Oh this is a new feature

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viking896
viking896 - - 202 comments

10/10 please make a mod for non-empty magazines, proper animation! That would be great and maybe better attachments, because somehow the vanilla weps are unfortunately neglected ;)

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party_50 Author
party_50 - - 181 comments

Yeah that would be cool, but it's so much animation work I am not going to handle for now

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Guest
Guest - - 690,277 comments

god will read this and open task manager to end your life

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FinneganFOX
FinneganFOX - - 17 comments

I really love this mod : 3

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Tosox
Tosox - - 291 comments

Must have addon

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BadaBoom_0325
BadaBoom_0325 - - 569 comments

Oh yeeahh baby, let's rock with these noice sights!

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olegat
olegat - - 291 comments

Does it work with all weapons or just vanilla ones?

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party_50 Author
party_50 - - 181 comments

It works with all weapons. Possible problems and how-to-fix are in the description

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KasaneT
KasaneT - - 8 comments

Will this work in DX8?

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party_50 Author
party_50 - - 181 comments

Only DX10/11 for now

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Guest
Guest - - 690,277 comments

Can you explain a bit how this works? It seems that for BaS weapons all the reticles are to the right

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party_50 Author
party_50 - - 181 comments

A short review of logic behind the shader is in the description. You could try editing parallax_mark.ps by increasing OFFSET_X to 0.05 (for example) for fast fix

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redgravepanda
redgravepanda - - 17 comments

BaS sights have incorrect UV-map (the past shader didn't care, the texture is fixed to the center), that's why they are so poorly rendered. You will need to correct the UV-map to make the sights work correctly.

An example of an EOTech UV map that is not displaying correctly:
Sun9-70.userapi.com

And here is an example of UV-map of Cobra collimator sight, and everything is correct there:
Sun9-63.userapi.com

upd: The theory may be partly wrong. I need to double-check, but I can't do it now.

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party_50 Author
party_50 - - 181 comments

You are right, the addon won't work on weapons with incorrect UV on lens mesh. I will add more detailed explanation in the description

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redgravepanda
redgravepanda - - 17 comments

Sun9-39.userapi.com

Built an EOTech based on the model from Gunslinger. No problems, but no idea how to upload a video.
So I need to fix the UV maps.

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ThaHou5Kid
ThaHou5Kid - - 45 comments

this changes everything :o

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Kiddinho
Kiddinho - - 6 comments

you're going wild with all these mods lately man, great work

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party_50 Author
party_50 - - 181 comments

Thanks, glad you like it

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redgravepanda
redgravepanda - - 17 comments

I did my waiting... 12 years of it... In Azkaban!

Waiting for the DX8-9 version

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Coremanite
Coremanite - - 81 comments

just play on dx11

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Guest
Guest - - 690,277 comments

u

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OperatorRice
OperatorRice - - 40 comments

YES YES YES

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johngaden
johngaden - - 6 comments

Bro all your mods are not only novel but REALLY impressive. This is a huge upgrade to gunplay. Great job.

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Private_Pirate
Private_Pirate - - 178 comments

Absolute banger of an addon! Just one question: does the actual firepoint where the bullets land also move with the reticles or is the reticle movement solely visual?
EDIT: The effect is very small. Is there a way to increase the reticle displacement? E.g. when shooting the reticle doesn't really move at all unlike in the thumbnail.

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party_50 Author
party_50 - - 181 comments

The actual firepoint only follows gun aim point when you move. You can notice it by shooting while sprinting. I have an idea of changing this and make gun always fire at barrel direction, but it will significantly alter gunplay and will require changes in engine, which I'm not going to go at the moment

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Volk_Loner
Volk_Loner - - 16 comments

YES! SOMEONE REALLY DID IT! THANK YOU!!

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Private_Pirate
Private_Pirate - - 178 comments

After some testing with both recommended addons enabled I noticed some issues.

1. The reticle movement is barely noticable when moving. Even after setting the project distance to 100 the effect is almost the same. When shooting the displacement seems do be heavily dependent on the recoil.

2. Guns with moderate recoil such as rifles (e.g. AN94, AK101) show very little to no reticle movement when shooting whereas Zulu's PKM with integrated red dot sight shows visible movement. So all in all this seems to have no significant effect on most guns. :(

3. The reticle of the Armsel Protecta with integrated red dot sight is bugged. It looks like a star. Will this be fixed in the fixed Vanilla Weapons Resmoothed & Relensed addon?

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party_50 Author
party_50 - - 181 comments

1. Actually, to increase reticle movement while moving mouse in aim, you should decrease PROJECT_DISTANCE constant, to 10, for example. That's because of how this animation is implemented

2. You noticed right. The reason of this behavior are OFFSET_X/OFFSET_Y constants, which are the reason this addon doesn't require reposition mods to run, but also the reason mark is not as sensitive as it should be on some guns. You can set it these constants to 0 and you will see how it should work, but you will also notice almost all guns have wrongly positioned mark.

3. Hm, didn't check it somehow. I will fix it in Vanilla Weapons Resmoothed addon

---

I have an intent of fixing vanilla guns and make some reposition so that I can reduce OFFSET constants by default, but it will require time

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Private_Pirate
Private_Pirate - - 178 comments

1. Oh ok. I will try this. The hints kn the shader file said "increase for most realistic experience". That's misleading then. Seems I misunderstood that comment.

This whole perpendicular to lens thing sounds really problematic because it's hard to fix since many lens normals just aren't perfectly horizontal by default. That's just how some red dots are build e.g. on of the barskas. I don't know much about shaders but is is necessary to have the reticle shader placed on the lens surface?

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party_50 Author
party_50 - - 181 comments

"Realistic experience" means projection of mark far enough weapon relative position doesn't affect it, only the point it aimed at. To understand this, you can set PROJECT_DISTANCE=0 - mark will not be projected anywhere at all, but it will move easily while you sway your weapon

Basically, that's just how parallax effect works: with PROJECT_DISTANCE=0 mark will move when you move the gun, but will stay if you rotate your gun around sight. With PROJECT_DISTANCE=100, mark will stay if you move your gun REMAINING aim position, which is the case when you move your mouse while aimed in game. But if you go demo_record 1 and look at lens from different angles, remaining sight position relatively to screen, mark will move easily

The red dot shader should be used as lense shader to make it work, of course. But since the addon simply replaces this shader, it means you don't have to do anything with existing models

By the way, I tested this addon without OFFSET constants at all, and Barska sights seemed pretty much ok with them, it just needed some reposition

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Private_Pirate
Private_Pirate - - 178 comments

Thank you for the explanation! Guess I will test it a bit more.

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party_50 Author
party_50 - - 181 comments

Protecta AimPoint is fixed

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ZZzzzzzz78
ZZzzzzzz78 - - 7 comments

Have a bug with the sight III on the p90, any way to fix?

I.imgur.com

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Guest
Guest - - 690,277 comments

Canted sight red dots from BAS don't have the red dot when this mod is used.

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Coremanite
Coremanite - - 81 comments

is there going to be a compatibility patch for bas dots and reticles extravaganza mod?

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party_50 Author
party_50 - - 181 comments

I'm not going to do patch for BaS, that's hell a lot of work and as far as I know they are currently working on an update, so this patch is not going to be actual for long

Also, it may not be clear from the context, but this addon is not sensitive to reticles you use. The only problem is weapon mesh (.ogf) itself and its position (in .ltx file)

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Coremanite
Coremanite - - 81 comments

most of the optics work, it's just a few such as the eotech and okp7 are ded bois

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M3TAL_H4NK
M3TAL_H4NK - - 39 comments

I am completely in love with your work! keep it up, keep it up comrade!

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overdersy
overdersy - - 1 comments

Bug with Bas PMC SVDS Image.noelshack.com

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Strogglet15
Strogglet15 - - 1,329 comments

Not compatible with Pretty Pistols Pack out of the box, right? That one uses a custom lens file directory for the FNX-45s.

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party_50 Author
party_50 - - 181 comments

Depends on how creator of Pretty Pistols Pack managed with lenses, it needs testing

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Dhatri
Dhatri - - 584 comments

just tested and it is indeed a bit wonky with PPP.
aimpoint is "split" on wpn_fnx45_alt so i sort of get 2 red dots no matter how i realign the weapon.
same is sort of true for wpn_fnx45_custom red dot there is hard to bring into view in general.

love the mod btw. it always irked me that the redots and such felt so static. also the eotech scope being offcenter when realigning the weapons was maddening, with this i can finally fix that.

many thanks.

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SilverBlack78
SilverBlack78 - - 1,909 comments

I tried it with a XL-M (or something like that) scope and the red dot is never centered, even if I look at a parallel wall in front of me. And if I shoot I hit in the center of the scope, but that's not in the red dot position at all. What am I missing?

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party_50 Author
party_50 - - 181 comments

I think the problem is the red dot is not centered in the model. This issue is described detailed in description, compatibility for modellers section.

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SilverBlack78
SilverBlack78 - - 1,909 comments

So is the scope I'm using that is not compatible?

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party_50 Author
party_50 - - 181 comments

Without some fixes in .ogf file, I guess not. You can experiment with increasing OFFSET_X/OFFSET_Y constants in parallax_mark.ps file or ask the weapon creator to make fix for the lens

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TheZoneDiver
TheZoneDiver - - 17 comments

bro i've installed your mod and i loved it. but cuz it was making issues with other mods i have i unistalled it but now all the scopes are fu**d up how can i fix this mess bro?

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party_50 Author
party_50 - - 181 comments

Clear shader cache

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TheZoneDiver
TheZoneDiver - - 17 comments

did already but nothing, the dots from the sights are all gone

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party_50 Author
party_50 - - 181 comments

Are you sure you removed the addon correctly? There are 3 shader files in it. You can also try deleting shader cache manually from app_data. I use MO2 and I simply enable or disable this addon by checking it in the organizer and deleting cache

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TheZoneDiver
TheZoneDiver - - 17 comments

yes i deleted it from mo2 and also deleted the shader_cache folder from anomaly appdata directory but nothing i use dot and recticles extravaganza and installed your addon with priority then unistalled it because some sights were bugged but after unistalling it all the sights like red dot, holo, eotech etc... become invisible they are all gone dosent matter on which weapon i put tehm on.

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