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
If you are familiar with 3D modelling, you can fix lens UVs yourself for any gun. Basically, you just need to rewrap lens UV and make sure reticle is centered in sight. You can find a detailed instruction below.
If you fix all BaS weapons and share with it, you are going to receive much respect from the community (and me as well) and your work is probably going to be added to most of assemblies.
The addon replaces shader which is used for red dot marks. In original game marks are tied to the center of screen, and it feels too "static", especially for shotguns and pistols which have high amplitude recoil animation.
This addon shader makes all reflex sight marks actually projected to the point far beyond sight lens (which is quite what real reflex sights do). So, reflex sight mark becomes dynamic and actually pointed at the direction your gun aimed. For example, this makes possible to make such aim hud:
At the moment, only DX10 and DX11 supported. Also there is DX9 port, check Updates section
There is a patch inside archive: use it if you don't have Mark Switch addon installed
Install this addon with highest priority, above all others. This addon, technically, doesn't have dependencies, however I highly recommend to:
1. Use some custom marks, for example mine ones (or any other, the addon is not sensitive to reticles you use, just not to use ugly vanilla ones):
Moddb.com
2. Since some of default lens meshes are broken, to make several guns (FNX-45, Protecta AimPoint, M4A1 and some other) work with parallax reflex sights you will also have to install fixed vanilla weapons:
Moddb.com
Don't forget to delete shader cache
All futher mesh-related fixes for reflex sights will be made in "Vanilla Weapons Resmoothed & Relensed" addon to avoid conflicts.
Default reticle shader doesn't care how weapon lenses are modeled, since it just puts a mark in the center of screen. This addon does. So if you use some weapon which doesn't work correctly with Parallax Sights, the best you can is ask its creator to make this weapon compatible with the addon. This also include BaS
If you look through lens and there is no red dot at all / it is corrupted, unfortunately the only way to fix is to fix model.
However, if mark is shown but misaligned a bit, you can open parallax_mark.ps file of the addon, you will find OFFSET_X and OFFSET_Y constants. By changing them you can adjust the threshold from which shader thinks you are looking perpendicularly to sight lens and compensate the effect of incorrect mesh/position. So, if your custom weapon red dot is not centered, you can slightly increase the offsets. However, by doing this you also make marks more static and less sensitive to weapon movement.
The shader addon is based on projection of mark parallel to lens normal. Hence, it is required for all sight lenses to be strictly perpendicular to barrel. Also, texture mark should be correctly centered, to the center of lense (for example, on FNX-45 it should be zeroed to iron sights position or where you want to aim).
Let's see an example:
You should place your mark on lens so that it points where you want to aim in game. For example, if you have M4A1 and you want EOTech reticle to aim exactly where front sight is, you should do this at this step.
This is an example of how UV of lens should look. If you are using some gun from BaS which is broken, it's likely that its lens UV looks like right one:
Last, but not least, you should check that lens normal is parallel to barrel:
The shader is based by projection of mark (which was on picture 1) parallel to NORMAL line. Now you understand what logic is behind these requirements.
Also, before testing your gun and adjusting positions, I would HIGHLY recommend adjusting parallax_mark.ps file of the shader, and set following values:
This will make reticle the most sensitive to incorrect positions. So it will allow you to make the most accurate settings for your gun.
Support for Mark Switch glow feature. Note that since now PRS addon should be installed AFTER Mark Switch.
Thanks to LVutner (the one who made all this actually possible), there is now a DX9 version of parallax sights! So if you need it, see #addon-releases in Anomaly Discord: link
Added compatibility patch for some addon which is not published yet :)
Special thanks to LVutner who shared original parallax mapping reflex sight shader, which I only had to edit slightly for compatibility
Average
9.861 votes submitted.
Oh this is a new feature
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 ;)
Yeah that would be cool, but it's so much animation work I am not going to handle for now
god will read this and open task manager to end your life
I really love this mod : 3
Must have addon
Oh yeeahh baby, let's rock with these noice sights!
Does it work with all weapons or just vanilla ones?
It works with all weapons. Possible problems and how-to-fix are in the description
Will this work in DX8?
Only DX10/11 for now
Can you explain a bit how this works? It seems that for BaS weapons all the reticles are to the right
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
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.
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
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.
this changes everything :o
you're going wild with all these mods lately man, great work
Thanks, glad you like it
I did my waiting... 12 years of it... In Azkaban!
Waiting for the DX8-9 version
just play on dx11
u
YES YES YES
Bro all your mods are not only novel but REALLY impressive. This is a huge upgrade to gunplay. Great job.
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.
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
YES! SOMEONE REALLY DID IT! THANK YOU!!
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?
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
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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
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?
"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
Thank you for the explanation! Guess I will test it a bit more.
Protecta AimPoint is fixed
Have a bug with the sight III on the p90, any way to fix?
I.imgur.com
Canted sight red dots from BAS don't have the red dot when this mod is used.
is there going to be a compatibility patch for bas dots and reticles extravaganza mod?
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)
most of the optics work, it's just a few such as the eotech and okp7 are ded bois
I am completely in love with your work! keep it up, keep it up comrade!
Bug with Bas PMC SVDS Image.noelshack.com
Not compatible with Pretty Pistols Pack out of the box, right? That one uses a custom lens file directory for the FNX-45s.
Depends on how creator of Pretty Pistols Pack managed with lenses, it needs testing
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.
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?
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.
So is the scope I'm using that is not compatible?
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
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?
Clear shader cache
did already but nothing, the dots from the sights are all gone
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
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.