German Zeiss reticle:
![Image](https://www.cloudynights.com/uploads/monthly_11_2013/post-167013-14074199395074.jpg)
American M3 reticle (Good also for Vietnam):
![Image](https://www.cloudynights.com/uploads/monthly_08_2018/post-217789-0-28231800-1534885775.jpg)
Isn't this the russian binoculars for ww2?Mdx00 wrote:Actual Binoculars used by WW2 German and US are using Russian reticle, I think that is a good idea to give them the right reticles.
German Zeiss reticle:
American M3 reticle (Good also for Vietnam):
Can't see the image but anyway, Russian WW2 Binoculars had this reticle:ALADE3N wrote:Isn't this the russian binoculars for ww2?
https://thumbs.worthpoint.com/zoom/imag ... 93834c.jpg
anyway WW2 US and German Binoculars had no cross or reference in the middle.Mats391 wrote:Right now we have no special binoculars for WW2 and just use same model as the modern one. The modern textures is a generic binocular texture and not specifically based on any real model. It also has one important gameplay consideration: Crosshair in center of screen. In the past we had texture similar to the last posted Russian reference and that allowed you to line up your shots using binoculars to turn any rifle into a sniper rifle.
If we were to implement more authentic binocular textures, we should keep this aspect in mind.
Yes that would solve it. This would also be a nice community task for anyone interested. You can find the existing texture in objects_weapons_client.zip\weapons\Handheld\binocular\texturesrobert357 wrote:What about moving reticle slightly down/up to avoid this problem?
rgr that, i'll find out.Mats391 wrote:Yes that would solve it. This would also be a nice community task for anyone interested. You can find the existing texture in objects_weapons_client.zip\weapons\Handheld\binocular\textures
A more complex task would be to then get proper binocular model
yep, thanksMats391 wrote:If you are interested in making it functional, I can write a short tutorial on how to achieve that
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FOV=ATAN(TAN(1.1/2)/Magnification)*2
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FOV = ATAN(TAN(1.1/2)/4)*2
FOV = 0.304
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Angle=ATAN(Distance/Height)
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Pixels = TAN(Angle) / TAN(FOV/2) * VerticalPixels/2
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Pixels=TAN(0.1) / TAN(0.304/2) * 900/2
Pixels=29.377 ~ 29