[RELz] Zealotlee's ACR

Post » Sat Feb 19, 2011 5:37 am

I've been looking for a better replacement for the ACOG scope, something more fitting. Does anyone know of anything that would fit? I have no clue how to create the custom scope overlays myself.

I've never really seen one that would be "right" for an ACOG, in my opinion. :(

...would love to though.
User avatar
jessica sonny
 
Posts: 3531
Joined: Thu Nov 02, 2006 6:27 pm

Post » Sat Feb 19, 2011 7:23 am

have a scope to fit it! Only problem with the one I found is that the Rail and the scopes rail mount doesn't fit together. So you will have to resize it a bit. Here is a screenshot: http://i19.photobucket.com/albums/b166/leot486/ScreenShot31.jpg

http://i19.photobucket.com/albums/b166/leot486/ScreenShot32.jpg

http://i19.photobucket.com/albums/b166/leot486/ScreenShot34.jpg

Now in the picture below you will see the problem:

http://i19.photobucket.com/albums/b166/leot486/ScreenShot33.jpg

I like it :) even with the problem since it is minor and unnoticable. So what do you think?
User avatar
Strawberry
 
Posts: 3446
Joined: Thu Jul 05, 2007 11:08 am

Post » Fri Feb 18, 2011 10:36 pm

have a scope to fit it! Only problem with the one I found is that the Rail and the scopes rail mount doesn't fit together. So you will have to resize it a bit. Here is a screenshot: http://i19.photobucket.com/albums/b166/leot486/ScreenShot31.jpg

http://i19.photobucket.com/albums/b166/leot486/ScreenShot32.jpg

http://i19.photobucket.com/albums/b166/leot486/ScreenShot34.jpg

Now in the picture below you will see the problem:

http://i19.photobucket.com/albums/b166/leot486/ScreenShot33.jpg

I like it :) even with the problem since it is minor and unnoticable. So what do you think?


I wasn't talking about the actual scope model, more like the overlay that you aim with. It just doesn't seem to fit the ACOG and was kind of a hasty decision. That one looks nice though. Although I'm pretty sure I made the old one fit just fine, I did edit it in 3D Max.
User avatar
darnell waddington
 
Posts: 3448
Joined: Wed Oct 17, 2007 10:43 pm

Post » Sat Feb 19, 2011 1:37 am

See I can't use 3d max or blender :( I tried but I failed epicly....So I just try to make due ^_^
User avatar
Guinevere Wood
 
Posts: 3368
Joined: Mon Dec 04, 2006 3:06 pm

Post » Fri Feb 18, 2011 9:10 pm

So how do you make your own scopes exactly? By that I mean the overlay you see when you zoom in. I've been wanting to make an ACOG one for some time but I know you have to use it from a mesh or something? I'm not entirely sure on how it's set up. Any help would be appreciated.
User avatar
Brooke Turner
 
Posts: 3319
Joined: Wed Nov 01, 2006 11:13 am

Post » Sat Feb 19, 2011 7:41 am

So how do you make your own scopes exactly? By that I mean the overlay you see when you zoom in. I've been wanting to make an ACOG one for some time but I know you have to use it from a mesh or something? I'm not entirely sure on how it's set up. Any help would be appreciated.


Pelinor mentioned that he had a way to do it with Texture, but I have no clue how. He mentioned needing fose to do it. He also has a reticle resource on the Nexus.

Dissect the vanilla scope01.nif in your 3d editor and you will find the mesh that makes up the reticle or cross-hair. With all the big black layers, it's hard to find. Maybe a little easier in wire frame mode. When you make a mesh the way you want it, add vertex color to it of what ever color you want to see when you peer through. Export it and copy/paste it into what ever existing reticle you want to use, and of course delete the existing nitri cross hair that is there. Some of the reitcles I looked at had multiple cross hair mesh, I mean like 10 or 20 of them. They are not needed that I know of. I suspect they were created from an export/import error or something. The vanilla has a dds file attached that gives the 'blurred lens' look when viewing through the scope. Your preference really on whether to use that or none at all.

All that's really needed is a vertex painted black square plane to block the view other than the circle in the middle which is open. Then the cross-hairs or dot that makes up your reticle. If you want to blur the view you will need another circle mesh with an alpha property attached to the nitri and a semi-opaque texture to attach.

EDIT:
I'm sure you know this, but in case... When/if you make the semi-opaque texture, save it with at least dxt3 since the dxt1 wont save the alpha channel and you wont be able to see threw your new blurry lens. :D
User avatar
ijohnnny
 
Posts: 3412
Joined: Sun Oct 22, 2006 12:15 am

Post » Fri Feb 18, 2011 9:11 pm

Updated to version 1.1. Go patch it up!
User avatar
Queen
 
Posts: 3480
Joined: Fri Dec 29, 2006 1:00 pm

Post » Sat Feb 19, 2011 4:46 am

I've got a good update planned for version 1.2. First off SteveDog has been working hard on a script to strip down an ACR and use the parts salvaged from it or create a new one from a blank ACR. The next bit is an idea I've compromised through an idea on FO3 Nexus. His request was to add in a C-Mag 100 round magazine to the gun. I first said no because as complex as the part swapping system is now adding an additional part to be used with all customized versions would make things even MORE complex. So I had an idea, why not use the magazine as a base for a new gun per se? Introducing the ACR LMG Kit! This kit adds the 100 round C-Mag with a fixed 14.5" (or longer) barrel that can't have a silencer attached to it. You can still customize the optics of course. I thought about using the C-Mag from the MG36 from FOOK2 (who made that? it's not in the credits) but after a closer inspection it would turn out to work better if I made my own. I'll keep you guys updated.
User avatar
Yvonne
 
Posts: 3577
Joined: Sat Sep 23, 2006 3:05 am

Post » Fri Feb 18, 2011 6:28 pm

Wow, that sounds awesome. Will it will be under the Big Gun skill when that is attached?
User avatar
Robert Jackson
 
Posts: 3385
Joined: Tue Nov 20, 2007 12:39 am

Post » Sat Feb 19, 2011 5:21 am

Wow, that sounds awesome. Will it will be under the Big Gun skill when that is attached?


It still is based off of an assault rifle, and given the type of LMG it is, one that bridges the gap between assault rifles and traditional LMGs like the M60 and such, I think I'll still keep it under small guns.
User avatar
CRuzIta LUVz grlz
 
Posts: 3388
Joined: Fri Aug 24, 2007 11:44 am

Post » Sat Feb 19, 2011 1:30 am

Hmmm, is there any way to tone-down the frequency that NPC's get this weapon? I just went through a metro station, and atleast 1 out of every 3 raiders had an ACR, and those babies hurt.
User avatar
Ludivine Dupuy
 
Posts: 3418
Joined: Tue Mar 27, 2007 6:51 pm

Post » Sat Feb 19, 2011 5:18 am

is it just me or does that autorevolver look a lot like the gun that one dude from ghost in the shell uses?
User avatar
Symone Velez
 
Posts: 3434
Joined: Thu Sep 07, 2006 12:39 am

Post » Fri Feb 18, 2011 9:29 pm

Hmmm, is there any way to tone-down the frequency that NPC's get this weapon? I just went through a metro station, and atleast 1 out of every 3 raiders had an ACR, and those babies hurt.


Seconded. I think they're popping up a little too frequently, as compared to the other weapons.
User avatar
Maya Maya
 
Posts: 3511
Joined: Wed Jul 05, 2006 7:35 pm

Post » Sat Feb 19, 2011 12:26 am

Hmmm, is there any way to tone-down the frequency that NPC's get this weapon? I just went through a metro station, and atleast 1 out of every 3 raiders had an ACR, and those babies hurt.


I use FOOK on my game so I haven't come across a single one yet, but I'll look into making them MUCH rarer on the raiders and more common with Talon guys and the like.

is it just me or does that autorevolver look a lot like the gun that one dude from ghost in the shell uses?


Yeah it's the same one pretty much.
User avatar
QuinDINGDONGcey
 
Posts: 3369
Joined: Mon Jul 23, 2007 4:11 pm

Post » Fri Feb 18, 2011 6:53 pm

I use FOOK on my game so I haven't come across a single one yet, but I'll look into making them MUCH rarer on the raiders and more common with Talon guys and the like.



Yeah it's the same one pretty much.


Oh, that explains it then, since I use FWE.
User avatar
Helen Quill
 
Posts: 3334
Joined: Fri Oct 13, 2006 1:12 pm

Post » Sat Feb 19, 2011 3:15 am

If any new entrees need FWE'd, let me know through PM, Zealotee.
User avatar
Michelle Serenity Boss
 
Posts: 3341
Joined: Tue Oct 17, 2006 10:49 am

Post » Sat Feb 19, 2011 6:14 am

If any new entrees need FWE'd, let me know through PM, Zealotee.


I will. I won't probably need it for a while probably. SteveDog is still working on a major script that's having some issues right now so I'm waiting for that to be finished. I also have to do the models and textures for the C-Mag and the bipod.
User avatar
Jesus Sanchez
 
Posts: 3455
Joined: Sun Oct 21, 2007 11:15 am

Post » Sat Feb 19, 2011 9:34 am

Here's a bit of an update, http://fallout3nexus.com/downloads/images/11611-1-1272479787.jpg

SteveDog said he still had a few things to fix with the scripts so hopefully I should have this update out sometime soon.
User avatar
elliot mudd
 
Posts: 3426
Joined: Wed May 09, 2007 8:56 am

Post » Sat Feb 19, 2011 10:40 am

Oh that's nice.

You must not mind the Pip-Boy Glove, eh?
User avatar
Smokey
 
Posts: 3378
Joined: Mon May 07, 2007 11:35 pm

Post » Fri Feb 18, 2011 10:35 pm

Oh that's nice.

You must not mind the Pip-Boy Glove, eh?


Eh not much I can do about that really. The reload looks a bit odd too but that's because it's a very oddly shaped magazine. You really don't notice the clipping from a first person perspective anyhow.
User avatar
Jaki Birch
 
Posts: 3379
Joined: Fri Jan 26, 2007 3:16 am

Post » Sat Feb 19, 2011 4:03 am

Nevermind
User avatar
Flesh Tunnel
 
Posts: 3409
Joined: Mon Sep 18, 2006 7:43 pm

Post » Fri Feb 18, 2011 11:27 pm

No no no, I meant the presence of the pip boy glove on your characters hand instead of the outfit's... sorry about that.
User avatar
biiibi
 
Posts: 3384
Joined: Sun Apr 08, 2007 4:39 am

Post » Fri Feb 18, 2011 10:51 pm

I downloaded the ACR this past weekend. Have not yet found it but am excited to. I can't wait for the LMG to be updated into the mod.
User avatar
Lucie H
 
Posts: 3276
Joined: Tue Mar 13, 2007 11:46 pm

Post » Sat Feb 19, 2011 7:59 am

I have already added the LMG to the part-swapping scripts, I just need to add it to the camo swapping and the new Field Strip and Reassemble scripts. It should only take a few hours total to get it done. So as long as I don't lose power due to the snow storm I should have my part done by this weekend. I promise you all that the new version will be worth a few more days of waiting, this thing is awsome!
User avatar
Matt Gammond
 
Posts: 3410
Joined: Mon Jul 02, 2007 2:38 pm

Post » Sat Feb 19, 2011 7:35 am

Steve, are you aware that it is practically May. Where do you live that you are still getting snow? Eh...who am I kidding...NJ has experience snow in the spring too. :)
User avatar
Marta Wolko
 
Posts: 3383
Joined: Mon Aug 28, 2006 6:51 am

PreviousNext

Return to Fallout 3