• Announcements

    • Brentonator

      Forum Rules (Please Read)

      Hello everyone and welcome to the No More Room In Hell Forums! We greatly appreciate your interest and support. Please feel free to begin post and become a part of this community. But please make sure that you read and understand the following rules so things can stay as clean and as orderly as possible around here. These rules are expected to be follow by any and all members at all times. Disobeying these rules will result in disciplinary action by a moderator. #1. Off color remarks are acceptable but can be deemed inappropriate at the discretion of the moderators. #2. Flaming and disrespecting other members of this community or this mod is strictly prohibited. #3. Please do not post links relating to warez or illegal downloading. #4. No offensive content is to be posted (gore, dead babies, porn). #5. Please do not spam topics to increase your post count. #6. No excessively large signatures. Signatures that violate this will be modified. #7. Signatures are not to be used as a spamming tool. If your signature's sole purpose is to annoy or distract other members, it will be removed. #8. Please do your part to be as friendly, respectful, and helpful to anyone and everyone on this forum. #9. Your posts may be removed at any time at our sole discretion. #10. Remember the terms of your registration...a copy is posted below but may not represent the latest version of our terms of use. #11. No advertising other communities or products. Have fun.
Sign in to follow this  
Followers 0
Finnigan

[RELEASE] M16A4 - Trijicon ACOG lens & reticle re-texture

17 posts in this topic

I made a re-texture pack for the lens on the M16A4 optic which uses edge filtering for the reticles & lens borders, thereby creating a really crisp sight picture that cleanly scales to any resolution without requiring any extra polygons or even for anti-aliasing to be enabled.

The retexture files are also 43Kb smaller than the default textures.

I was planning on doing a really amazing effect by using material proxies to mimic a realistic parallax effect so you couldn't see the reticle & RenderView when the optic was viewed at the hip (and it would have also transitioned very realistically as well) but unfortunately PlayerProximity is tied to the M16A4 instead of the actual lens/reticle texture & the code used for the zoom in doesn't change the player view angle at all so I don't think it's possible to get it working with material proxies alone. :\

Let me know if you find any problems/bugs.

Current release: Version 1.02 - November 26, 2012

Latest changes: Added the TA01NSN reticle (Choice between day and night illumination)

Compatible with NMRiH 1.06

May or may not work in DX8 mode.

FwY0p.jpg

Click image for a full 1920x1080 preview.

wf6iE.jpg

Click image for a full 1920x1080 preview.

Reticles to choose from

kvNbW.jpg

Click here to download

Install

1. Copy the chosen files from a subfolder under the "Retexture" folder in the zip file to your "Steam\steamapps\sourcemods\nmrih\materials\models\weapons\fa_m16a4" folder.

2. Overwrite all 4 files when prompted.

Uninstall

1. Copy the files from the "1.06 Default" folder in the zip file to your "Steam\steamapps\sourcemods\nmrih\materials\models\weapons\fa_m16a4" folder.

2. Overwrite all 4 files when prompted.

Edited by Finnigan

Share this post


Link to post
Share on other sites

Nice work, I've never been happy with how the M16A4 lens looked since release, but I've never had the opportunity to redo it.

Share this post


Link to post
Share on other sites

Update: Added an option for a chevron reticle with a ballistic compensator.

Preview Hip View

Preview Sight Picture

Thanks for the comments guys, it ended up looking a lot better in-game than I originally thought it would. Most of this is because of the use of $distancealpha on the lens border.

I might try tweaking it a bit more to see if I can get some nice effects going like dust that reflects on the lens if you're looking into really bright lights etc, VMT coding can lead to some really awesome effects.

I could probably add a scrolling detail texture to the reticle as well to give it that holographic type look.

Let me know if you have any ideas for reticles and stuff.

Share this post


Link to post
Share on other sites

New reticle has one line that goes to the bottom,I think you missed the 2 sided lines around the triangle look-like reticle,I'm not sure about it I never used or saw a real life trijicon ACOG,just in video games,lol.

Share this post


Link to post
Share on other sites

New reticle has one line that goes to the bottom,I think you missed the 2 sided lines around the triangle look-like reticle,I'm not sure about it I never used or saw a real life trijicon ACOG,just in video games,lol.

I believe it depends on the Trijicon model, they make models with such a wide variety of reticle choices that it's hard to pick a specific type (I've only seen one ACOG in real life, and I believe it was one of the TA-31s)

I used the most common civilian model reticle I could find since the M16A4 in-game is strangely semi-automatic.

You can see an awesome list with pictures of the reticle types they have produced here: Trijicon ACOG specs list

I'll likely do the reticle for the TA01-NSN (pictured below) next as it's fairly common in the military.

Z5vWq.gif

It should illuminate a bright yellow in dark situations but I don't know how I would go about doing this in-game.

POV Video:

Share this post


Link to post
Share on other sites

Update: Added the option for a day & night version of the TA01NSN reticle.

Share this post


Link to post
Share on other sites

This looks very nice indeed but i have a question. Can this also be used as a server-side mod with players downloading the files from fastdl ?

Share this post


Link to post
Share on other sites

Glad you guys are liking it so far :)

I'm working on a v2.0 remake with a bit of lens glare + dust particles with an offset illumination on the lens edges caused by the illuminated reticle.

Unfortunately this one won't have edge filtering as i'd need to recompile the M16A4 view model with an additional texture layer to do it but I think the trade off is worth it (I can also increase the texture resolution of the lens material to achieve a nearly identical effect, it just uses more memory with the bigger file size is all).

I might also set it up so you get a random chance of having a certain reticle type but i'm not sure if it will stick when you change weapons/drop the M16 & pick it back up. If I can get access to some of Trijicon's sale numbers I could also adjust this % chance based on the reticle type so you're more likely to get the more popular reticle variants. Interesting to think about the possibilities. ;)

yprXvl.jpg

Click the image for a larger preview.

This looks very nice indeed but i have a question. Can this also be used as a server-side mod with players downloading the files from fastdl ?

There may be a hacky way of doing it which will require users to restart their game after playing on your server, but I wouldn't recommend it. For the time being it's only a client side only mod.

Share this post


Link to post
Share on other sites

I'm interested in talking to you about including TA31F and your final lens pass in to the public build.

Share this post


Link to post
Share on other sites

I'd love to see the TA31F lens/reticle go in the official build! :lol:/>

I'm still doing some touch ups on the new lens in order to make it as aesthetically pleasing as possible while still maintaining a level of realism.

When would you need this done by?

Share this post


Link to post
Share on other sites

Our next patch is our Steam release and we have plenty of time, but obviously the sooner we get it the better so we can get it in and tested.

You'll be officially listed on our website as a Contributor and we'll make mention of it and give you credit in the news post to go with the patch.

Share this post


Link to post
Share on other sites

I use the lens in my game. Thanks. It is very nice.

I have tested it for quite a while.

Since I was having some graphical bugs with the stock, and barrel. I fixed this by just only including the updated lens he made.

Working flawlessly.

Share this post


Link to post
Share on other sites

I use the lens in my game. Thanks. It is very nice.

I have tested it for quite a while.

Since I was having some graphical bugs with the stock, and barrel. I fixed this by just only including the updated lens he made.

Working flawlessly.

What kind of visual bugs are you experiencing?

And what dxlevel are you using?

It might be caused by the reticle texture on a lot of the reticles being completely transparent but i'm unsure.

It's definitely important that my final release works on all types of hardware setups though so i'd like to figure this out.

Share this post


Link to post
Share on other sites

Funny, I had done something like this too but not to this extent (Just made the reticle smaller). It looks great though! I think Im going to use your version.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0