@iGriebenow apologies for the very, very late reply but yes.
LunaleMoon
View profile on GTA5-Mods.com »
Developer for 215 Development RP server, Vespucci RP, and firearm connoisseur, (IRL and in-game) and now in-game clothing designer and re-texture amateur turning professional.
Posts made by LunaleMoon
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RE: [Tutorial] Correcting first person aiming for replacement weapon mods - detailed meta edit intructions
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RE: [Tutorial] Correcting first person aiming for replacement weapon mods - detailed meta edit intructions
@sausageman if you can send a screenshot of how the iron sights look like on First person, it should be very easy for one of us to tell you what values to change.
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RE: [WEAPON] [WIP] Custom M4A1 weapon replacement mod for Carbine Rifle mk2
An update on this topic: I have decided to shelf this project due to my inability to figure out a good workflow to finish make model function as it should in-game. If anyone would like to take this project on, feel free to contact me and I'll hand you the appropriate files. Thank you all for your attention!
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RE: [WEAPON] [WIP] Custom M4A1 weapon replacement mod for Carbine Rifle mk2
@O-dragon I'm glad to hear that your project went well! Please, do send me a private message, to see what you've got unless you're fine sharing in this thread, if it is relevant to my project.
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RE: [WEAPON] [WIP] Custom M4A1 weapon replacement mod for Carbine Rifle mk2
@O-dragon When I export the model from 3DS Max, it comes out only as an .odr file, which I convert to .ydr file type by dragging the .odr into the folder I have opened on Open IV. As for the .ytd, I made it from scratch on Open IV.
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RE: [WEAPON] [WIP] Custom M4A1 weapon replacement mod for Carbine Rifle mk2
@O-dragon I tried both ways. My assumption would be that, once one opens the finished .ydr file, under shaders it should not say default.sps .. I'll look into it.
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RE: [WEAPON] [WIP] Custom M4A1 weapon replacement mod for Carbine Rifle mk2
Jan. 08, 2022 Update:
I shortened the length of the barrel such that the animation occurs in the right place. Flashlight attachment location is corrected, however when firing the weapon the model seems to move to it's original position and go back once firing stops. Not sure why exactly. Textures have yet to be fixed. I am not sure if it's something I did wrong or did not do before exporting, or when setting up the .ytd file.
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RE: [WEAPON] [WIP] Custom M4A1 weapon replacement mod for Carbine Rifle mk2
@DynsPr Did you use the original .ytd file and modify it, or did you make a new .ytd file and name it the same as the .ydr?
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RE: [WEAPON] [WIP] Custom M4A1 weapon replacement mod for Carbine Rifle mk2
Jan. 8, 2022 Update:
The model works without crashes now. The problem now is that the textures glitch like crazy. Not sure what the issue might be. I'm also going to fix the position of the rifle to make sure the mag does not clip through the model.
I'll review the .ytd file and see if that's the problem.
Update 2:
Positioning is fixed. Texture still needs fixing. My question would be, would this be a problem that can be solved before exporting the model, or is it a purely .ytd issue? Animations work except for muzzle flash. For that I see two options.- I shorten the barrel so the animation does not appear to clip through the barrel.
- Somehow change the position of where the muzzle flash occurs; the question is, how?
Also, so there is no confusion, the screenshots above are of the position fix and the texture glitching out.
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RE: [WEAPON] [WIP] Custom M4A1 weapon replacement mod for Carbine Rifle mk2
@DynsPr I see, thank you. I hope you don't mind if I pm you regarding this project.