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Available Reticles

szapp edited this page May 24, 2024 · 4 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.

 

GFA_RETICLE_DOT GFA_RETICLE_CROSSTWO GFA_RETICLE_CROSSTHREE GFA_RETICLE_CROSSFOUR GFA_RETICLE_X GFA_RETICLE_CIRCLE GFA_RETICLE_CIRCLECROSS GFA_RETICLE_DOUBLECIRCLE
GFA_RETICLE_PEAK GFA_RETICLE_NOTCH GFA_RETICLE_TRI_IN GFA_RETICLE_TRI_IN_DOT GFA_RETICLE_TRI_OUT_DOT GFA_RETICLE_DROP GFA_RETICLE_FRAME GFA_RETICLE_EDGES
GFA_RETICLE_BOWL GFA_RETICLE_HORNS GFA_RETICLE_BOLTS GFA_RETICLE_BLAZE GFA_RETICLE_WHIRL GFA_RETICLE_BRUSH GFA_RETICLE_SPADES GFA_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. "GFA_RETICLENAME.TGA".

Note

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.