UPDATE: Mar 24, 2025. For the cockpits NOT equipped with a gun sight, I have relocated the 'gunsight view' camera hook over to the observer position. This is the same as is done for the B-17, for example. And so instead of the usual shifting of the viewpoint slightly forward (and aligned nicely with a sight if present), hitting the 'gunsight view' key shifts the viewpoint to the right, where the observer sits.

Get it here:
https://www.mediafire.com/file/c9x6t26x5h2c47i/Mosquito_FB_MkXVIII_adjustable_reticle.7z/fileFrom the included and updated readme file:
Achieving an adjustable reticle brightness for the Mosquito FB MkXVIII
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UPDATE: Mar 24, 2025. For the cockpits NOT equipped with a gun sight, I have relocated the 'gunsight view' camera hook over to the observer position. This is the same as is done for the B-17, for example. And so instead of the usual shifting of the viewpoint slightly forward (and aligned nicely with a sight if present), hitting the 'gunsight view' key shifts the viewpoint to the right, where the observer sits.
Now, because the pilot's armored seat back is not modeled on the back surface, in order to not see this invisible seat back I've kept the new 'observer' viewpoint a bit farther forward than his head would normally would be.
To keep the usual gunsight view as it normally is for those cockpits having a sight, I've created a copy of Body.msh, named Body_sight.msh, which retains the CAMERAAIM hook positiuon. This new mesh is referenced in hier.him and hier_TSE.him (and its copy, hiertsetse.him, as written in the cockpit classes)
Note that in all cases I have moved the normal viewpoint, CAMERA, a bit farther forward.
If the player wishes, he can place these view hooks wherever he likes. I've indicated in what sense the XYZ moves the hook when the values are increased.
In Body.msh we have:
[Hooks]
CAMERA <BASE>
CAMERAAIM <BASE>
[HookLoc]
//-1 0 0 0 -1 0 0 0 1 -0.22735 1.1794 0.68068 //R F U
//-1 0 0 0 -1 0 0 0 1 -0.1041 1.35872 0.68057
-1 0 0 0 -1 0 0 0 1 -0.22735 1.3 0.68068
-1 0 0 0 -1 0 0 0 1 0.28 1.15 0.71
The last three numbers are the XYZ positions, in meters. In the same order, when increased in value the hook moves Right, Forward and Up.
END OF UPDATE -- Former content for the original mod follows...
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Adjustable brightness for reticles would seem to require that the reticle's mat name be "Reticle.mat".
If a cockpit folder is shared by two or more planes each having a different reticles pertaining to them, such as the Mossie Mk6 and Mk18, any reticle having its mat file named other than "Reticle.mat" will always present at full brightness and not be adjustable.
To get around this, a cockpit subfolder can be created, into which the afflicted reticle's .msh, .mat and .tga files are moved. Then the mat file is renamed "Reticle.mat" and the .msh file's material reference is similarly named. Additionally, hier.him has the reticle section altered so as to point to the new sub-folder. This will allow the reticle to now be brightness adjustable!
I created sub-folder [TSE] in the cockpit folder:
3do\Cockpit\Mosquito_FB_MkVI\TSE
Old and new entry for the reticle in hier_TSE.him, the latter pointing to the new sub-folder, TSE:
;[Z_Z_RETICLE] //original
;Mesh Z_Z_RETICLE_TSE
;Parent _ROOT_
;Attaching 0 -1 0 0 0 1 -1 0 0 11.3515 0.09479 0.67293
[Z_Z_RETICLE]
Mesh TSE/Z_Z_RETICLE_TSE
Parent _ROOT_
Attaching 0 -1 0 0 0 1 -1 0 0 11.3515 0.09479 0.67293
Inside the new sub-folder:
3do\Cockpit\Mosquito_FB_MkVI\TSE\Z_Z_RETICLE_TSE.msh, Reticle.mat, Reticle.tga
Z_Z_RETICLE_TSE.msh originally pointed to "Reticle_TSE.mat", but this has been written as "Reticle.mat".
These supersede the files in the parent folder, which are still present.
Now that adjustable brightness has been obtained, I brightened up the texture in the .mat file, by making both the Shine and ColorScale alpha values equal to 1.0. (Formerly they were both set to 0.75 so as to have a reasonable compromise in brightness due to being non adjustable.)
WxTech
Feb 28, 2023
Mar 24, 2025