Help with Insurgency RT system

Ok so, i need some help for the insurgency scopes, i have all the animations perfect, but the RT system for the scopes isnt working.

http://img178.imageshack.us/img178/7422/islandbuggy0004.jpg

this is the code of the rt lens for the weapon im holding in the picture

lens_rt_m4.vmt


"UnlitGeneric"
{
	"$basetexture"	"models\weapons\lense\lense_rt"
	"$nocull" 	"1"
	"$model" "1"
	"Proxies"
	{
		"Scope"
		{
			"textureScrollVar" 	"$baseTextureTransform"
			"fieldOfView"	"25"
			"scopeGeometry"	"24" // 1 / sin( arctan( radius / ( 2 * length ) ) )
			"crosshairTexture"	"models/weapons/lense/crosshair_m4"
		}
	}
}

If anyone can point in me in the right direction to get this working, ill be greatfull.

This should be of use to you.

http://www.facepunch.com/showpost.php?p=17336413&postcount=246

Thanks, im going to have to check the toolguns lua to see how i can hook the RT to the swep.

You may find this heavily edited code sample useful.
[lua]
local cams = {
[1] = {“Cells”, Angle(013, 180, 0),Vector(-7420.9443, -9152.8320, 0951.3124)},
}
local rot = Vector(-90, 90, 15)
local w,h = 230,230
local rt = GetRenderTarget( “Testies”,512,512)
local mot = Material “testies” – Replace that with the name of your scope
local CamData = {}
CamData.x = 0
CamData.y = 0
CamData.w = w * 5
CamData.h = h * 5
function ENT:Draw()
self.Entity:DrawModel()
CamData.angles = cams[self:C()][2]
CamData.origin = cams[self:C()][3]
local OldRT = render.GetRenderTarget()
mot:SetMaterialTexture ( “$basetexture”, rt )
render.SetRenderTarget ( rt )
render.ClearDepth ( )
render.RenderView ( CamData )
render.SetRenderTarget ( OldRT )

local ang = self.Entity:GetAngles()
ang:RotateAroundAxis(ang:Right(), 	rot.x)
ang:RotateAroundAxis(ang:Up(), 		rot.y)
ang:RotateAroundAxis(ang:Forward(), rot.z)
-----------------------------
--	Security camera for observing parts of the GHQ
-----------------------------
cam.Start3D2D(self.Entity:GetPos() + self.Entity:GetUp() * -39 + self.Entity:GetForward() * 1.3 + self.Entity:GetRight()*4, ang ,0.2)
	-----------------------------
	--Draw the screen capture created above
	-----------------------------
	surface.SetDrawColor(255,255,255,100)
	surface.SetMaterial(mot)
	surface.DrawTexturedRect(-w/2,-h/2,w,h)
cam.End3D2D()

end[/lua]
settings/render_targets/Testies.txt


"Testies"
{
	"Name"		"Testies"
	"Width"		"512"
	"Height"	"512"
}

Yeah… I think everyone is out to make me throw up lately… Thanks alot… And yes i know how to do this, but when the scope moves on the weapon the screen just BLURS majorly, its like whenever the scope on the viewmodel moves away from the center “Like when reloading animation plays” the screen blurs according to where its moving.

PS: Apparntly this only happens if you have Motion Blur enabled in the options menu.