I'm pretty sure there is, yes! But it's not my mod that does it, it's shader driven 2D scopes. You might want to check that mod for the instructions.
I'm pretty sure there is, yes! But it's not my mod that does it, it's shader driven 2D scopes. You might want to check that mod for the instructions.
I'll check, I don't think it should be too hard to do once I figure it out. The mod is more in a cruise mode currently, since I'm working on other stuff in my life, but something like that should be feasible soonish.
It's not compatible with EFP. Sorry. But it should still work on vanilla anomaly.
I had planned to do a patch for EFP, but life got in the way.
I have downloaded the mod today and installed it in my own install without any of the issues you have pointed out here. This seems to be an issue of compatibility with your install.
I think your version might be outdated. Someone pointed out that I did delete the ak5c-isg by mistake and I think I corrected that mistake, the same thing with PK-A sights I believe.
If you installed it recently, then I'll have to push a fix.
у меня нет этой проблемы
I do not have this issue
Looking at the issue with the bug regarding the AC10632 sight, wouldn't simply changing the texture the weapons are referencing fix the issue? That, or changing all BaS weapons to use a different file? It's probably a ton of work, but it should fix it. There might be something else I forgot about so perhaps it's not as straightforward.
This looks incredible! I wanted to do something similar to this a while back, but not with the parallax update, and I just had no clue on how to actually do it. My 2D scope mod might actually be outdated if this method catches on!
Anyway, if you need some new scope reticules done, I'd be willing to pitch in. Just DM me if that interests you! I have made a ton of them for my own mod so it might save you a lot of time. I could also give you access to all my GIMP files if you prefer.
Then my mod is too high in the list. It needs to be loaded after all weapon mods, especially BaS.
That's strange. Is it the lowest mod in your load order? Or do you have a weapon underneath it, because putting my mod below it caused a crash?
There is no quick setting to do so, sadly. But it's possible to do it with a little bit of will.
It's not a hard thing to change, but it's a tedious one. You need to find all the weapons that have a 3D scope, go in the mod_system... file and remove all sections that mention that weapon.
As an example, the mp5 uses a 3D acog. In this case, the thing you need to remove will look a bit like this:
![wpn_mp5_acog]
scope_texture = wpn_crosshair_acog_mp5
(other lines here too, until you reach the next section)
That would be a cool improvement, but I don't know how I could do that instead of what I did. If you know basic scripting, you have my authorisation to edit my code and share it with the same conditions if you wish!
It's intended!
No. The G36 from the G36 Pack is licensed under creative commons CC BY-NC-ND 4.0, which means Non-Commercial, No derivatives. No derivatives means:
"If you remix, transform, or build upon the material, you may not distribute the modified material."
The G36 is also already a non-commercial model, which means its use as a commercial item is already restricted. This means that you may only use this model in non-commerical applications AND that you have to use the model as is in distribution. Modifications can be done on a an individual basis, but cannot be distributed, no matter if it's for commercial use or not.
I know this is what it means because I've had some basic law courses in uni. If you want to risk it, you can always edit the model yourself and distribute it and hope the original author doesn't notice. But I would advise against it.
Oh boy, no, I haven't looked into it at all. I didn't think 4:3 was still in use.
There *could* be a way to do it by copy/pasting scopes_16.xml and removing "_16" from the file name. But then, it's a trial and error thing. My estimation from a very rough calculation would be that you'd need to open the newly created scopes.xml file and change this:
<wpn_crosshair_1p29 x="0" y="0" width="2048" height="1536">
<auto_static x="0" y="0" width="1024" height="768" stretch="1">
<texture>wpn_crosshair_1p29</texture>
</auto_static>
</wpn_crosshair_1p29>
to this for all crosshair that match this format.
<wpn_crosshair_1p29 x="0" y="0" width="2048" height="1536">
<auto_static x="-170" y="0" width="1364" height="768" stretch="1">
<texture>wpn_crosshair_1p29</texture>
</auto_static>
</wpn_crosshair_1p29>
I can't guarantee it will work, but it's worth the shot. You can also probably easily and quickly do it with the "find and replace" functions of something like notepad.
I haven't tried it yet nor looked at it. They don't seem to touch or do the same things at all, so I wouldn't be too worried. You could always try it and see if it is. If it isn't, let me know.
Just to make sure you don't break anything in the process, it's better to use a mod manager. Here's how to proceed:
1) Save your game with your current mod list.
2) Quit the game
3) Install the mod(s) you want to test in your mod manager
4) Boot up the game
5) Load your last save
6) See if any problem creep up. (It may be an instant CTD or a crash later through gameplay. In your case, try mantling a ledge.)
7) If they are incompatible, remove my mod and keep playing without it until it's fixed.
If you knew how, great! I just wanted to put the process here somewhere for new people to know how to do it.
There is, but not in the way you think. The added zoom would make the image super pixelated, because the zoom in the scope is nothing more than a scaled up version of what is rendered on the zoom level "outside" the scope, so the quality would suffer enormously.
I guess, if you have a super beefy computer, you could try and render the game at twice your screen resolution, then apply a 2x zoom on the scope? I'm not even sure it would work AND it would only be limited to 2x.
EDIT: This also means that if you had a scope with a 12x zoom, you'd need to render the whole game at 12x the resolution.
Hmm. I don't experience this issue. Perhaps it's because of the machine performance?
I'm not an expert, but my guess is that switching from 3D to 2D requires the computer to look up into multiple files to know how to display them correctly on screen. Since my mod has a lot more files than others, perhaps your computer is having a hard time looking into my files which are massive compared to other scope mods. If I'm correct, this would mean that there is no workaround.
Does this happen with weapons with three aim states like the tactical variants of the L85 with a grenade launcher attached?
You will need the GAMMA patch available on the GAMMA Discord. It's done by people who enjoy my mod and have done their own little upgrades/tweaks with time.
Not from the get-go, no. But it is not impossible to make them work together if you delve a bit in the files.
Yeah. I think I didn't change it because I thought it was minor enough to not touch it. I'd have to open up blender and figure out how the hell it works to swap the texture, but I can only do it on the AUG, since the G36's model copyright is no variants. SO editing a texture on it is breaking the rules.
You'd need to edit two things:
- mod_system... file and remove all files that mention scope_texture = wpn_crosshair_pso2... and replace them with the ones mentionned in the original BaS mod
- Change the scope radii value to the one specified in the original file of BaS.
And yeah, I get it, I like that version of the PSO too, I juste wanted a more unified look for my stuff.
If I can make a suggestion: You have access to both the basic SV-98 model and this newer model. Perhaps by opening both files and comparing them, you'll be able to find out how to do such a thing.
Glad you enjoy it!
Beat me to it. I was looking into this a couple of months back. Cool idea!
I think the issue is because you use the infinite ammo function in the debug menu. Since you don't have ammo on you, the script glitches out and can't add 5 rounds in a row. This could probably be fixed by adding a condition to check if that option is enabled in the debug menu.
Good catch, I'll fix it ASAP
You installed the optional feature requiring NV Scope but didn't install the mod: Moddb.com
That unjamming animation is going to be so punishing lol
Great! I'm happy it wasn't just a fluke on my side! I'll see if I can upload that fix today. Thank you for being my first official playtester :P
The weight value on the SVT on the scope position will probably be wrong and the scope icon on the weapon will also probably be incorrectly positionned on that improvised patch, but other than that, it *should* mechanically work fine.
EDIT: No, your patch should work, 100%. I just checked the files.
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