Greybeard,
What I mean is that because of the limited dynamic range of a video display, it's fair to choose to 'under represent' reticle brightness. The on-screen representation more egregiously masks the target than t would in real life.
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To be sure, the original reticle .tga files were uniformly flat and boring. Their chiseled edges and absolutely even, dark hue just did not look at all like they're generated by a light source. The current treatments, with a glow layer added, are *far* superior. It's just that I find the balance of brilliance from the game play perspective can have them toned down; but that's my preference. The great thing is that the user can get into the .mat files and exit things to taste. And even the .tga images can be re-worked with freeware Irfanview software.
Very briefly... For some reticles I've adjusted the scale so that on screen they do subtend the historical angular size. In the .mat file I've edited these lines, which most oftenresemble:
TextureCoordScale 0.0 0.0 1.0 1.0
ColorScale 0.8 1.0 0.4 1.0
The first line is the .tga image's X and Y offset, as a fraction of the graphic's size, and the horizontal and vertical scale factors. If the reticle dimension within the image and the allocated region centered on the gun sight's optical axis are in harmony, the values shown above will apply.
The second line are the R G B A values for colouring and controlling transparency. (The Shine parameter also affects transparency, in a fashion at least.)
Following is an example for a modified P-40 reticle from Non Wonder Dog a few years back. It was too large, and I wished to make it the historical 50 milliradians in diameter. I measure the reticle's on screen at the 30 degree FOV setting. I calculate the image scale at view center, based on the game's tangential projection. For a 1920 pixel wide screen, at the 30 degree FOV setting the central image scale is 28.8 pixels per degree (from which follows the scale in milliradians, there being 100 mils in 5.729 degrees.)
The altered scaling:
TextureCoordScale -0.095 -0.095 1.19 1.19
The image is dynamically reduced by the inverse of 1.19 (to make smaller, the value increases, as paradoxical as it might seem!). And the image center must be relocated by offsetting in both X and Y, here by -0.095. The latter number exactly equals 1/2 the difference between 1 and 1.19 (if the reticle was originally already nicely centered.)
The second altered line:
ColorScale 1.0 0.8 0.6 0.25
The accentuates the red color (R > G > B), and makes the transparency 25%, or much more see-through.
Incidentally, for the B25 tail gun I tweaked the reticle vertically (the Y axis) by suitably altering the second value in the TextureCoordScale line. Previously, the bullet stream immediately fell below the sight line, so I lowered the reticle (about 5 mils). I just took a guess in the fraction by which to adjust, and checked, repeating until the desired result was achieved.
By the way, I've only just got into this kind of stuff about a week ago, figuring it out by poking around.