G36K sight is off.

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Beppo

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Hey Don, I only answered to the question that CFA was trying to summarize up there.
DaBeowulf commented something... he didn't asked something.
And to his comments... sure you can be trained to use the G36s Aimpoint with both eyes opened and I guess that this should be the preferred method, but not all out there were trained that way and in addition the engine gives us limitations that were already widely discussed here.
So, either shut up, or check your words before trying to read my mind again, do ya!
 

Beppo

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Oh and CFA, I guess you understood what I was explaining up there...
just a bit weird that you then switched from comparing the ACOGs with the G36s Aimpoint to the FOV of the weapon. That stuff was already discussed to death here, tho. Sorry that I will not contribute to this any further.
 

keihaswarrior

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The G36K aimpoint should look like this ingame:
attachment.php
 

Derelan

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I've seen transparent models in UT, why is a transparent gun so drastically different? Of course, since it was coded for the player model to close their opposite eye when they held the alt-fire key, the transparent gun would turn opaque.
 

Vega-don

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props to crowse for trying. crowse is it possible to create a new weapon , called g36b for example , that is the same g36 but with the view further like you did for the famas ? would it be too much of work, or just copy and paste. if it possible easily then i think it would be appreciated by the players
 

Beppo

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keihaswarrior said:
The G36K aimpoint should look like this ingame:
attachment.php
Both images would be semi transparent and a bit closer to each other. Just depends on how close you have it in front of your eyes.

Crowze said:
There's the problem right there - I couldn't get it to change from translucent to opaque.

besides, kehias, it shouldn't look like that, you should still only see one gun since your brain should (;)) merge both images.
Isn't it 'just' a render mode/style issue? Should I check out the codes for ya?
 

CFA

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i understand that this weapon isnt involved with the rest of the others, but i dont think i have made my point.it would seem i was misunderstood.so , to try to say it, i just went and made a screenshot.


this is a screenshot of me using the XM8.im laying prone shooting a target 50 meters away.i aimed every one of the shots at the bulleye and you will see the results. take a minute and look.open the file in paint and you can see the holes better.
 

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keihaswarrior

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Crowze, when you hold something close to your face and don't focus on it, the brain can't merge them together.

To use an aimpoint properly, you keep both eyes open and focus on the target. This causes you to see 2 images of the gun (1 from each eye). Only the right eye image of the gun is transparent though. The left eye image stays solid because your right eye can't see behind it.

Also, I think it would look just fine to make the transparent image a 2d bitmap. When you control breath, the left eye image would disappear and the 2d bitmap would be replaced with the view currently used by the G36K ingame.
 

Gnam

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Yes, please.
OOh...so the G36 in Inf IS the G36k...I thought it was supposed to be the G36C, because that is what is in the armory, and that is what the team was adamant about adding previous to the bonus pack (I was about to say that they you the sights wrong on the 36C). I was hoping for the K myself, specifically because of the unique sights situation...I feel like the G36C would have been just like a 5.56 MP5....The ability to simultanously have an aimpoint and a scope is awesome, and therefore IMO the G36k is brings a much more unique addition to the armory than the C would have. The G36K is very similar to the XM8, but IMO it's a more valid INF weapon since the G36 is a "real" weapon in service and there's data on it. The G36k is almost like the "official" version of the XM8. It's just too bad that the aimpoint is so hard to use.

I agree though...whoever's in charge of the site should update the armory with the new weapons. The C vs K thing confused me, and since the bonus pack has been stated as the like official update to UT Inf, you guys might as well finalize the armory with the correct weapons.

EDIT:

OK, I was just looking at the stuff Beppo posted on aimpoints and has some questions...

So, let me get this straight... with this type of aimpoint, you don't have to 'align' the sights at all...the shot will always go precisely where the dot is (except for zeroing/windage/drop)? That's pretty cool, though I don't quite understand how it works. If aimpoints can do this, why can't scopes do this? IIRC the scopes in Inf are not always aligned so the shots can go slightly off. How does this work?
 
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Beppo

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It is the G36K with both optics, slightly zoomed scope and aimpoint. And as you already know the XM8 isn't an official INF add-on made by us SentryStudios guys... so for us it fitted well into our armoury. :)

The standard scopes use 'standard' optics and so they can cant and stuff alike. An Aimpoint is a nice optical 'trick' in itself. Maybe google a bit if you want to know more about how it works exactly.
just one quote:
"Aimpoints are parallax free, a result of Aimpoint's patented double-lens system. You will appreciate the confidence of knowing that with an Aimpoint, you will hit whatever is under the red dot. The dot does not have to appear in the center of your view. If the dot is on it, then you will hit it.
This concept seems impossible but if you think about it you will understand how it works. The scope has no parallax or eye relief, so it will appear that the dot is not in the center sometimes but actually the dot is always in the center. It is the way that you look through the Aimpoint that changes, unlike a conventional scope that requires that you be perfectly aligned directly behind the unit, you can look through an Aimpoint and shoot from any position and this is what makes the dot appear to "float" when actually it never leaves the center."
 

keihaswarrior

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Gnam, scopes in real life don't misalign to the degree that the ones in INF do, so I wouldn't use that as a reference.

As far as the aimpoint, there isn't anything magic about it. It is just a red light that is reflected back into your eye by a lens. The curve of the lens allows it to correct for parallax. Also, despite what Aimpoint claims, no red dot sight is completely parallax free, since the curve of the lens isn't perfect. In game though, the parallax error isn't enough to worry about. It only important for target shooting.

Aimpoints in INF will never be very realistic until we have a ghost image of the sight which becomes solid when we close one eye. There really should be a ghost image for all sights and scopes, but it is only important to the aimpoint because otherwise it is rendered useless due to the blocked view.
 

Gnam

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Yes, please.
Thanks for the info guys, I guess I understand it a bit better now, though I will probably google it some time to get the whole picture. I just wish I could try one out hands on.

Is it possible to make "paralax-free" scopes, or does the magnification make that impossible?

Anyway, it sounds like binocular vision simulation will be a major point of interest for "InfHL2". With a modern engine, I'm sure someone can figure out an effective way to do it.
 

keihaswarrior

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Gnam said:
Is it possible to make "paralax-free" scopes, or does the magnification make that impossible?
It isn't really possible to see through a scope that is misaligned. The focal area is very small usually, so there isn't really a need for correcting against parallax.

Anyway, it sounds like binocular vision simulation will be a major point of interest for "InfHL2". With a modern engine, I'm sure someone can figure out an effective way to do it.
I don't think full binocular vision is important. While it would make things look more 3D, for objects that are in focus it looks pretty much the same.

The simulation of images from both eyes is only important for objects very close to the face that aren't in focus. This is especially true for Aimpoints because having both eyes open increases your FOV a lot. It is unrealistic for an Aimpoint to block your vision since your left eye can see around it.