Mt5_Roie Posted November 8, 2012 Posted November 8, 2012 So I've been using the following code that came with the WunderLuft: gun_sight_mark = create_textured_box(7,7,25,25) -- this is create_textured_box function call with parameters gun_sight_mark.material = PIPER_ gun_sight_mark.name = BASE_COLOR_MAT gun_sight_mark.collimated = true gun_sight_mark.element_params = {"WS_GUN_PIPER_AVAILABLE", "WS_GUN_PIPER_AZIMUTH", "WS_GUN_PIPER_ELEVATION"} gun_sight_mark.controllers = {{"parameter_in_range" ,0,0.9,1.1},--check that piper available using WS_GUN_PIPER_AVAILABLE {"move_left_right_using_parameter",1, 0.73 }, --azimuth move by WS_GUN_PIPER_AZIMUTH , 0.73 is default collimator distance (from eye to HUD plane) {"move_up_down_using_parameter" ,2, 0.73 }, --elevation move by WS_GUN_PIPER_ELEVATION } gun_sight_mark.init_pos= {0,0} AddElement(gun_sight_mark) It uses the Piper_ texture which it didn't come with. I set it up to use the P51 K14 gunsight TGA but it doesn't seem to work well. Wondered if anyone had a good texture that would show a nice gun sight? Coder - Oculus Rift Guy - Court Jester
aaron886 Posted November 8, 2012 Posted November 8, 2012 Sorry man, this is definitely a "do your own work" case. (As much as I've been trying to help and will continue to help TeamVRC!)
Mt5_Roie Posted November 8, 2012 Author Posted November 8, 2012 Your help is always appreciated. Will try to figure it out with our graphics guy. And our team is very lucky that your helping out. We're working on documenting what we do so in the future your life should be easier. Coder - Oculus Rift Guy - Court Jester
aaron886 Posted November 9, 2012 Posted November 9, 2012 If you're wondering how to actually make the texture, your graphics guy will know. Use a 32-bit TGA. The alpha channel will define transparency in the simulator.
Mt5_Roie Posted November 9, 2012 Author Posted November 9, 2012 Will pass it on to SkateZilla and see what he comes up with. Appreciate your help as usual. Coder - Oculus Rift Guy - Court Jester
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