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But just so yall know, I cant update the old mods anymore :(
It's alright, I'll remake this pack in the near future
(IF they went missing, that means all of my current mods are un-updateable. Sorry.)
I'll fix it real quick, I changed PC so itll take a moment to set up
I will separate the chamber and the slide when I remake it- I'm not really satisfied by this mod.
But I can't do the same on the M17 though, the slide is oddly shaped and might cause clipping issue. Glock, however? No biggie.
Is there a way for you to tweak the model without much breaking? The Hi-Point is actually fine, only thing that needs to change on the Hi-Point is the gunshot so is not identical to this one, could be something else that could pack a bit of a punch since it uses .40 SW I think.
I changed the third person transform value, and it won't even budge- It looks perfect on Unity but fucks up on RF.
I saw this problem even on other people's mods, and I have no idea how to fix it.
I'll think about it, since Im kinda new to server making
Melee coming soon btw
enjoy
I should be fixed in a minute or two.
Yea, just made the Hi Point on Jan 29. One of them has an oil filter suppressor as well
Next mod is a full pack of melee weapons that no one bother to make. Using Wrench animation because I'm still understanding how blender works
Thanks a lot, mate.
Also good luck on your zip, can't wait to pop some ravens with it lmao
https://i.redd.it/dxutfov1fvh01.jpg
Also I wanna make some melee weapons with the default wrench anims, I mean who wouldn't want to bash ravens with a ball peen hammer
Bloody hell, you REALLY loved the M17, didn't you?
Fine, I'll see what I can do. I have to remaster the GSh and the Hi-Point, I might can make the M17/M320 afterwards.
Also didn't Hoider already made the SIND-17? (Which is the M320/M17 btw)
Sorry, that's out of my control.
It looks perfectly well in unity but absolutely butchers it after export.
Its fixed now.
ARX-160 is on my list
There are already good Berettas on the workshop my guy, the best being the one in the RWP2 pack
hehe guys TAC-OPS variants are done
Just gotta finish the sprite
I'm extremely against variant spamming, or only placing weapons in non-vanilla tab (harder to access, leading to less usage). So the only solution I can think of that can satisfy you fellas and to maintain the hogging to a minimum, is to:
A. Make a generic tactical glock variant, 12 slots on Handguns (3 columns)
B. Only make tactical variants for some of them (G17, G19, G23 only), 2 tac-variants each. (10+6=16, 4 columns.)
C. Make a different mod, dedicated to the tac-variants. (2.5 columns)
D. Remove the Glock 20 (since its way less practical than I thought, but I think someone out there loved the G20), and do B for all variants. (10-2 = 8, 8+(2x4) = 16 slots; 4 columns.)
Personally I really want to go A or B.
What, you mean tactical variants?
Let's do some math, shall we?
A column of weapon is 4 items, I have 5 glocks in the handguns tab. 5x2=10, so currently it takes up 2.5 columns of the handgun tab.
Now, a tactical variant of each gun. 5x3 = 15, so it takes up to 3 and 3/4 columns of the handgun tab. Doesn't sound too bad, right?
Now consider the fact that if I did it, someone's gonna ask for a unsuppressed variant if I did that one suppressed, or ask for a suppressed variant if I did that one unsuppressed. That's 5x4- A whopping 20 slots. 5 f___ing columns. Imagine opening up your sidearm arsenal and it's a full page of g l o c k s
I have an idea, might benefit both of us.
Ill make a "Aftermarket Glock" that is basically a generic Tactical Glock, so I can just make 4 variants (Semi-Auto, Semi-Auto + Suppressor, Auto, Auto + Suppressor) and call it a day. That way, we can have glocks with red dots and I can refrain this mod from variant spamming.
I might add tactical variants though, but it might take some time and I'm still considering if I'm doing it or not due to the fact that I hate variant spamming.
Well I'm still learning the basics, and I'm still finding ways to import obj to blender
Dunno if it's possible at all tbh