Both, hands can be offset inside the weapon model by moving the bone and disabling it's movement flags, although it doesn't let you position hands so it would look like you're using a vertical grip, the only way to do that would be to edit animations

HeySlickThatsMe
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Posts made by HeySlickThatsMe
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RE: hand position on weapon
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RE: Looking for an old skydome mod...
It was part of VisualV IIRC, but don't know if that's still in
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RE: Skin shader mp freemode
@MARK2580 I will send it on private messages because i don't want some FiveM clothing modder to find all this information and then start selling shit with better quality
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RE: Skin shader mp freemode
@MARK2580 No no, blue is single of course, it just handles a bunch of properties depending on the 0-255 value, like somewhere around 200 it enables skin pores which also enables SSS, and somewhere along 250 it has no detail map at all, no SSS and no wetness
The detail maps change every 32 values I think, I made a list of them which I have on PC, there's 16 detail maps with two of them being none (first and last slot) but the difference between those two is that the first one has rain/water wetness while the second one disables rain/water wetness
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RE: Skin shader mp freemode
@MARK2580 The blue channel is responsible for numerous things:
-The detail map that's used on the model, in this case skin pores
-Wetness (this only affects a specific value, using 255 for example means the model will never get wet while using 0 means it will, it depends on the detail map used and in this case both 0 and 255 mean none)
-Subsurface Scattering/Chromatic Aberration (this only works with skin pore detail map/value)The alpha channel controls the intensity of the detail map, lower values obviously mean less visible and it's also used for emissive shader to mask out parts that aren't supposed to be affected by the glow
As for DetailSettings the way i understand it is that it's the XZY tilling of the detail map or something along these lines, i just always use the standard value used on high quality models (0.1, 0.75, 40)
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RE: Harpoon Gun
I tried myself to make a harpoon gun or a crossbow but it wouldn't work quite well, the projectiles kept making explosion impacts without actual explosions and npc's would do dodges from that too, which only happened if damage was set to higher value than 0
I also wanted the bolts/harpoons to stick into surfaces but the sticky flag offsets the model and it wouldn't work properly with the rotation of the projectile model -
RE: Skin shader mp freemode
It's hardcoded to downscale the textures to 512x512 and compress them to DXT1/DXT5, there's no way around this unless somebody patches it through an .asi mod for example, this has yet to happen, this affects the following slots:
Head
Uppr
Lowr
FeetThe skin pores are added through blue channel in the spec map
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RE: Is it normal that Menyoo's AI doesn't move on moded terrain?
It's normal because the map mod doesn't have a navmesh which is required for npcs to move around
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RE: Why Youtubers are dumb
@JohnFromGWN said in Why Youtubers are dumb:
Open Eye Vee was developed to support GTA Eye Vee (GTA IV) which is why it's not pronounced Open Four. And it's not GTA Four either, it's GTA Eye Vee. You always pronounce roman numerals as letters, never as numbers. That's how the Romans did it and they invented it.
OpenIV team actually said Open Four is the proper way the name should be pronounced