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First
you need to open up a black background .rsb
file. For this we are going to make a sniper
scope. So set it to 64x64 dimensions. Ok, whatever
u want to see in the sight, put a white mark
there. This is an example. All the white lines
will show up when the reticule is finished.
You can change there color later. After u have
designed a sight to your liking, save it in
the data/texture folder in your RS directory.
Make its name something similar to the other
reticules and remember the name of your reticule.
Now find the
file reticules.txt, it is in the data/kit folder.
Also, it is supported in the mods folder. Open
it up and add 1 to the total # of reticules.
Also, add a simulation name and real name. //
cancels out whatever is after it. Just put any
name of your reticule there. It wont affect
how it works. Keep style at "OriginalR6". The
name should be whatever you named your reticule
as a simulation name at the top of this file.
- Marker
width is how thick the lines that show your
accuracy are.
- Marker
length determines the length of those lines.
- Center
width and length should be equal to the dimensions
of the black and white .rsb file you made
of your reticule.
- Marker color deterimes
the color of the lines. In my example, my
lines are green. The first 0 means no red
color. The 2nd 0 means no blue color. The
220 is how much green there is. Just to give
you an idea, the numbers range from 0 to 255.
the higher the number means the stronger the
color. You can mix any combinations to make
other colors like yellow or purple, etc. This
is also true for center color. Keep marker
texture at "reticule.bmp" .
- For
center texture, type in the name of your reticule
that u saved it as in the data/ texture folder.
.bmp works as well as .rsb so it doesn't matter
which u type, BUT you better have saved it
as a .rsb or it may not work.
An
example follows from one of my reticules. //
Sniper3 "OriginalR6" // Style "Sniper3" // Name
1.0 // Marker Width 20.0 // Marker Length 64.0
// Center Width 64.0 // Center Length 0 0 220
// Marker Color( red, green, blue ) 0 0 220
// Center Color( red, green, blue ) "reticule.bmp"
// Marker Texture "seal_reticule_2.bmp" //
Center
Texture you also have to manually open up the
.wpn file of the gun you wish to add the reticule
to. On the bottom of the file, there will be
a reticule name. Change that name to the simulation
name of your reticule. Make sure it is in "
marks.
Now
you need to do 1 more thing. You need to open
up rommel.cxp with notepad or WordPad in your
texture folder. Search for "scope" and after
all the old reticules, add the .rsb file name
with Material typed before it. Then tab over
and type colorkey 0 0 0. Now tab over and type
nosubsample End. This is the same format as
the reticules above.
This
is what you should follow. This should help.
Making a reticule with a range finder First,
make a reticule that you want to have as your
reticule with the rangefinder. Make it the same
way as you made any other reticule. Second,
add the reticule to reticules.txt just like
you did for a regular reticule. Make sure to
increase the total number at the top. Now, copy
the data of the binocular reticule. This is
what you should copy: // Binocular Reticule
"RangeFinder" // Style "binocular" // Name 200.0
// Center Width 100.0 // Center Length 255 0
0 // Center Color( red, green, blue ) 220 0
0 // Text Color( red, green, blue ) -12.0 70.0
// Text Offset "binoc_reticle.tga" // Center
Texture ok, you know what almost all this stuff
means. The only thing different is the text
color and text off set. The text color is adjusted
the same way as the center color. The text off
set is where the text (#'s that tell you the
range) is located. The numbers tell you where
the text is located from the reticule. You can
adjust that if you like. Now, paste the data
after your last reticule. Then change the name
to the same as you named it at the top of reticules.txt.
Now change the center texture to the name of
the reticule that you made earlier and saved
in the texture folder. Make sure to change the
.wpn file of the gun you wish to have your range
finding reticule. Remember to add it to rommel.cxp
Making a Transparent reticule Ok , first off,
you will need adobe Photoshop 5.
Making
a transparent reticule involves alpha blending,
that is why you need this program. Start by
making a black rectangle or square like you
were going to make a regular reticule(see beginning
on how to make a regular reticule). Now look
at the one of the boxes on the right side if
the screen. There should be one that has a "Channels"
tab on it, click it. There should be 4 black
squares that show up there: RGB, red, green,
and blue. Now we are going to make an alpha
channel. At the bottom of the box, there are
4 icons. Click the one that looks like a piece
of paper being pulled back. IF your not sure
it's the right one, then hold your cursor over
it. It should say Create New Channel. Now you
have an alpha channel.
It
also shows up in the box with RGB, red, green,
and blue. Click the one under blue that says
alpha 1. ok, now we can actually edit the reticule.
I need to explain something first, alpha blending
for reticules makes transparent sections by
shading. This means that a perfect white color
is totally opaque( not see through) and a perfect
black color is totally transparent. Now, to
make partially transparent (translucent) pieces
of the reticule, you have to shade parts with
gray. The darker the shade, the more transparent
it will be. You can use whatever shades you
want, just make sure you only use black white,
and gray in your reticule drawing. Save it as
a .rsb file in the texture folder with a prefix
of TGA in the name of the saved file. Add it
to reticules.txt just like you did to make a
normal reticule, except, change the .bmp to
.tga in the center texture spot.
Now
open up rommel.cxp. This part is different.
Type it in as you would a normal reticule, except,
change the colorkey 0 0 0 to say alphablend.
Here is an example: Material seal_reticule_mil-dot.tga
alphablend nosubsample End The formatting is
messed up, but you know what it will look like
in rommel.cxp. This is much more complicated
than a regular reticule.
If I didn't
explain anything thorough enough, just e-mail
me. That's It!!!!!! Your reticule should work
now. Contact me if u have any problems. Sealpointman@hotmail.com
You won't know I'm there… until it's to late.
Sept. 2000
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