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WW2 Binoculars

Posted: 2023-05-22 12:14
by Mdx00
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:
Image


American M3 reticle (Good also for Vietnam):
Image

Re: WW2 Binoculars

Posted: 2023-05-24 06:44
by ALADE3N
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:
Image


American M3 reticle (Good also for Vietnam):
Image
Isn't this the russian binoculars for ww2?
https://thumbs.worthpoint.com/zoom/imag ... 93834c.jpg

Re: WW2 Binoculars

Posted: 2023-05-27 08:01
by Mdx00
ALADE3N wrote:Isn't this the russian binoculars for ww2?
https://thumbs.worthpoint.com/zoom/imag ... 93834c.jpg
Can't see the image but anyway, Russian WW2 Binoculars had this reticle:

Image

Re: WW2 Binoculars

Posted: 2023-06-01 16:02
by Mats391
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.

Re: WW2 Binoculars

Posted: 2023-06-03 15:31
by robert357
What about moving reticle slightly down/up to avoid this problem?

Re: WW2 Binoculars

Posted: 2023-06-05 12:06
by Mdx00
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.
anyway WW2 US and German Binoculars had no cross or reference in the middle.

Re: WW2 Binoculars

Posted: 2023-06-05 12:20
by Mats391
robert357 wrote:What about moving reticle slightly down/up to avoid this problem?
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

Re: WW2 Binoculars

Posted: 2023-06-06 07:47
by Mdx00
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
rgr that, i'll find out.

Starting with the reticle is already something, then we can try to make the model.

Re: WW2 Binoculars

Posted: 2023-06-06 20:23
by robert357
Correct reticle that is usable would be nice (and needed) addition to gameplay even without proper 3D models for binos.

Re: WW2 Binoculars

Posted: 2023-06-07 06:24
by Mats391
If you are interested in making it functional, I can write a short tutorial on how to achieve that

Re: WW2 Binoculars

Posted: 2023-06-07 08:13
by Mdx00
Mats391 wrote:If you are interested in making it functional, I can write a short tutorial on how to achieve that
yep, thanks

Re: WW2 Binoculars

Posted: 2023-06-07 16:03
by Mats391
To achieve that you will need to do basic trigonometry. All calculations are done using radians.

1. Calculate the correct ObjectTemplate.zoom.zoomFactor. This value is the vertical FOV and relates to the magnification like this:

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FOV=ATAN(TAN(1.1/2)/Magnification)*2
For example:
4x zoom would result in

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FOV = ATAN(TAN(1.1/2)/4)*2
FOV = 0.304
2. Calculate the angles for the different ranges used in the rangefinder using

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Angle=ATAN(Distance/Height)
3. Convert the angles to pixels on screen using:

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Pixels = TAN(Angle) / TAN(FOV/2) * VerticalPixels/2
The vertical pixels would be the height of your resolution. The result should be rounded to closes integer.
For example:
Angle=0.1, FOV=0.304, VerticalPixels=900

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Pixels=TAN(0.1) / TAN(0.304/2) * 900/2
Pixels=29.377 ~ 29
4. Last step is most annoying: Adjust texture with calculated offsets and test in game. With a texture applied to a 3d mesh, like on binoculars, the pixels in texture will not match the rendered pixels in game. I suggest to take a comparison screenshot and calculate the factor between 2d texture and rendered image in game. Sadly in the end this will require quite some trial and error.

5. Dont try to be too perfect :) Getting within +/-20m of actual range would already be very good. Very far ranges will matter even less. I would not even bother trying to get it to work past 1500m. At those distances the differences in pixels between two marks is usually so small that we hardly can display it anyways.

Last a tip regarding the equipment of the imperialists: Even tho they used freedom units back then, use meters in game. It makes things easier to adjust as well as easier for player to use as everything else in game is using meters.