
Anyone willing to tackle the Aldis sight ?
#1
Posted 08 July 2010 - 18:53
p.s. It would be nice to get information to help someone model pilots in the cockpit, a Lewis gun annimation for reload, clickable cockpits, more detailed cockpit engine management (like hand pumps to manually build up pressure, etc) but that is for another day! lol
Something something SPAD. Something something then dive away.
#2
Posted 08 July 2010 - 19:45

#3
Posted 08 July 2010 - 20:08
~S~
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#4
Posted 08 July 2010 - 20:20
Like I already said in some other topics about this matter, we have the aldis sight in First Eagles and Over Flanders Fields. I don't get why the makers of Rise of Flight who gave us this great sim suddenly don't know how to develop a simple cilinder with a crosshairs inside it.
~S~
I think the problem has been in simulating the fact that it is an unmagnified collimated sight, like a modern reflex sight, and apparently there are implementation issues regarding this matter. I wonder if there are any sims where collimated sights were properly implemented? Well, how about the Spitfire gunsights in IL2 up 2.01 and such? They seem to have the collimated lens issue worked out or am I wrong?
Something something SPAD. Something something then dive away.
#5
Posted 08 July 2010 - 20:26
Something something SPAD. Something something then dive away.
#6
Posted 15 July 2010 - 18:49
Jason
#7
Posted 15 July 2010 - 18:56
#8
Posted 15 July 2010 - 19:13
#9
Posted 15 July 2010 - 19:20
You remind me of my dogs if I walk anywhere within 10 meters of the pantry where their treats are stored.
Or my grandkids at the supermarket.

Those "other" sims model the Aldis incorrectly. It really is much more akin to a modern holographic rifle sight as Newguy's video demonstrates (or the WWII fighter sights as mentioned): No matter what your sight angle to the scope, if you can put the pipper on the target, the gun is lined up properly.
If it was as simple as putting crosshairs in a tube, the Germans wouldn't have grabbed them up from every Allied plane that was shot down. They would have made their own.
If RoF is going to do it, let's do it correctly.
S!
HT
#10
Posted 04 August 2010 - 04:48
#11
Posted 04 August 2010 - 04:58
Jason, a guy on our team has created a very good reflex sight shader for the C4 engine. If his experiences of doing that would be useful to the rof team, let me know and I'll drop him a line for you.
M.
#12
Posted 04 August 2010 - 05:13
It would be possible to do a realistic modeling of the refraction process of the lenses, but you couldn't do that in real time (modeling light ray paths is very heavy on processing power), so it requires some sort of ingenious trickery. Perhaps placing a "camera" at the far end of the Aldis, and using an "animated texture" showing the view of the "camera" on the pilot's side would simulate it properly? Not sure if that is quite right though

#13
Posted 04 August 2010 - 06:38
The problem isn't in creating a 3D model for it, but in modeling the way the thing works. It does not require the line-of-sight as a ring and bead iron sight does, but you get a line-of-sight view no matter what angle you view it from. That requires some tricky coding there.
It would be possible to do a realistic modeling of the refraction process of the lenses, but you couldn't do that in real time (modeling light ray paths is very heavy on processing power), so it requires some sort of ingenious trickery. Perhaps placing a "camera" at the far end of the Aldis, and using an "animated texture" showing the view of the "camera" on the pilot's side would simulate it properly? Not sure if that is quite right though
I think it involves producing a seperate 'picture-in-picture' effect to get a realistic eyepiece view. The eyepiece lens enabled you to see the target even when your eye was off-centre to the tube (which means bending light-paths). The more I think about it the more problematic it seems to be.
#14
Posted 04 August 2010 - 07:01
Bohemia interactive have got a decent representation in ArmA2, and as I said above - it's possible in C4 simply with some good shade scripting. Whether or not it's possible to do it that way in DN, I don't know. I'm happy to offer the rof team a chance to discuss it with a guy who's modelled the visual effect of a reflex sight in another engine, tho…
#15
Posted 04 August 2010 - 07:15
#16
Posted 04 August 2010 - 07:22
J.j.:
You remind me of my dogs if I walk anywhere within 10 meters of the pantry where their treats are stored.
HT
squirrel!

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