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Available Reticles

szapp edited this page Nov 18, 2017 · 3 revisions

Gothic Free Aim comes with a collection of reticle textures. Some of the reticles can be animated. Of course, GFA is not limited to the provided textures and you can easily add your own.

Hovering over the reticles below with your mouse will show their string constant (as defined in config/reticleTextures.d), by which they are identified in the GFA scripts.

 

RETICLE_DOT RETICLE_CROSSTWO RETICLE_CROSSTHREE RETICLE_CROSSFOUR RETICLE_X RETICLE_CIRCLE RETICLE_CIRCLECROSS RETICLE_DOUBLECIRCLE
RETICLE_PEAK RETICLE_NOTCH RETICLE_TRI_IN RETICLE_TRI_IN_DOT RETICLE_TRI_OUT_DOT RETICLE_DROP RETICLE_FRAME RETICLE_EDGES
RETICLE_BOWL RETICLE_HORNS RETICLE_BOLTS RETICLE_BLAZE RETICLE_WHIRL RETICLE_BRUSH RETICLE_SPADES RETICLE_SQUIGGLE

Add New Reticle Textures

To add a new reticle texture, create an image with the dimensions 64x64. The reticle in it should be all white #FFFFFF (possibly with a black 1px outline #000000). Create an alpha channel for the transparent areas (corresponding to black in the above images) and export the texture to TGA format.

Move the file into _work/data/Textures/ (where the default reticles are) and add the file name (all capitalized) as a new string constant to config/reticleTextures.d.

If you want to animate the reticle, create one texture for each animation frame with the file post fix _xx, where xx is a two digit frame number starting from 0, e.g reticleName_00.tga to reticleName_08.tga. When adding the reticle as a string constant, leave out the this post fix, e.g. "RETICLENAME.TGA".

Keep in mind, that when shipping your final mod project, that all reticles have to be present in compiled form (.tex). Gothic compiles textures automatically, but only when they are used in-game at least once. So make sure you display each reticle at least once in your game before packing/releasing your mod.