Tried that, reflex sight still isn't clear. I don't need to make a new game do I? I wouldn't think a visual xml edit would require a new gamein the DLX-weapons fix located in mods folder, open DLX-configFile.xml with notepad++, at the very top change the value of "ScopeDirt" from true to false, then save.
Alright, I have been digging around the mod using Asset Studio, I think I found the file. reflex_bg in assets/prefabs/tactical action rifle/a21-dlx-tacticalactionrifle.prefab has a similar appearance as the background of the reflex sight. If this file is swapped to transparent it should solve the problem. You can't edit assets and repack them in Asset Studio, not sure how to fix this myself. @DanyEr12LX could you release a clear reflex sight version with this file fully transparent?
Edit: Tried using UABE, I can decompress A21-DLX-Scopes.unity3d but A21-DLX-Weapons.unity3d and DLX-Other.unity3d crash UABE when I try to decompress. I believe this file in in Weapons, so I think I have hit the limit of what I can do to fix this myself.
[IMAGE]
Awesome, thanks for the quick fix! I appreciate it!Hey there!
I'm sorry for the inconvenience regarding the Reflexes... I've released a quick hotfix with Reflexes having now a transparent glass with the red dot in the center and adjusted their position (ScopeCameraOffset) for the Pipe Rifle, Hunting Rifle, Lever Action Rifle and Tactical Assault Rifle.
love seeing the devolpment! i was wondering if you planned on making the fore frip and retractable stock applicable to the desert falcon and handgun, for a "pistol rifle" type of set up. i think itd be fun! im sure itd look a bit strange tho with the foregrip sincee making new holding animations is.. alot of @%$#ing work lmao. again love the mod cant wait for the full version! itll find its way into my everyday play list!Hey there!
I'm sorry for the inconvenience regarding the Reflexes... I've released a quick hotfix with Reflexes having now a transparent glass with the red dot in the center and adjusted their position (ScopeCameraOffset) for the Pipe Rifle, Hunting Rifle, Lever Action Rifle and Tactical Assault Rifle.
This new version is the 3.5.1
I just wanted to give you a quick update on the development of the mod!
I've managed to get the view from the scopes completely clean and clear. I finally found a way to do this.
P.S. To do this quick hotfix, I had to go back to the current released version, and oh my god, what a difference! The experimental version now has perfect visibility, even at night!
I had to start from scratch and rebuild ex novo the entire aiming mechanism.
Now the player can aim by following a clean, linear path.
The aiming animations are now calculated by the game itself, so they're no longer static and ugly ones.
You can also set the aiming speed in the XML file.
The same mechanism will need to be applied to Reflexes.
In the meantime, I'm just finishing up putting a suitable Iron Sight on the Sniper Rifle.
Next up is the Pipe Machine Gun.
To do all this, I had to do a lot of refactoring to my mod, which basically meant modifying all those intrinsic mechanisms by which it works.
As a result, the parameters for the position of the weapon when the player aims (currently written in SightsCameraOffset in items.xml and 'ScopeCameraOffset' in items_modifiers.xml) won't be needed anymore.
Instead, all this data will be written directly into the mod's configuration file, DLX-ConfigFile.xml.
- - - - - - - - - - - -
Regarding the weapon modifications (barrel extender, retracting stock, etc.),
I'm planning to implement them this way in the future:
(I'm not sure why the developers didn't think of it themselves, but whatever).
I would like to create a model with a different appearance depending on the tier of the weapon.
So, if the weapon is a 'faulty' (grey) type, then mods (like the barrel extender, foregrip, retracting stock etc.)
will have a 'rusty' and a more 'hand-crafted' look.
As the tier goes up (from grey, orange, yellow, etc. to purple), the gun mods will take on a more professional and polished look.
Mods for pistols will look different from mods for machine guns, rifles, etc.
- - - - - - - - - - - -
I just wanted to say a big, heartfelt thank you to everyone who has supported me along the way.
Whether you've donated, sent me a direct message with advice and opinions, or posted your thoughts on this thread,
I am truly grateful for your support!
2,5 years later, I return to 7 Days to Die, and this is the mod I eagerly come to see where it's at. And WOW has it gotten far! Amazing job, hands down! I will definitely not be able to play without it anymore, and my only actual gripe was the Reflex Sight, which you literally fixed the next day from my initial install of the mod!Hey there!
I'm sorry for the inconvenience regarding the Reflexes... I've released a quick hotfix with Reflexes having now a transparent glass with the red dot in the center and adjusted their position (ScopeCameraOffset) for the Pipe Rifle, Hunting Rifle, Lever Action Rifle and Tactical Assault Rifle.
This new version is the 3.5.1
I just wanted to give you a quick update on the development of the mod!
I've managed to get the view from the scopes completely clean and clear. I finally found a way to do this.
P.S. To do this quick hotfix, I had to go back to the current released version, and oh my god, what a difference! The experimental version now has perfect visibility, even at night!
I had to start from scratch and rebuild ex novo the entire aiming mechanism.
Now the player can aim by following a clean, linear path.
The aiming animations are now calculated by the game itself, so they're no longer static and ugly ones.
You can also set the aiming speed in the XML file.
The same mechanism will need to be applied to Reflexes.
In the meantime, I'm just finishing up putting a suitable Iron Sight on the Sniper Rifle.
Next up is the Pipe Machine Gun.
To do all this, I had to do a lot of refactoring to my mod, which basically meant modifying all those intrinsic mechanisms by which it works.
As a result, the parameters for the position of the weapon when the player aims (currently written in SightsCameraOffset in items.xml and 'ScopeCameraOffset' in items_modifiers.xml) won't be needed anymore.
Instead, all this data will be written directly into the mod's configuration file, DLX-ConfigFile.xml.
- - - - - - - - - - - -
Regarding the weapon modifications (barrel extender, retracting stock, etc.),
I'm planning to implement them this way in the future:
(I'm not sure why the developers didn't think of it themselves, but whatever).
I would like to create a model with a different appearance depending on the tier of the weapon.
So, if the weapon is a 'faulty' (grey) type, then mods (like the barrel extender, foregrip, retracting stock etc.)
will have a 'rusty' and a more 'hand-crafted' look.
As the tier goes up (from grey, orange, yellow, etc. to purple), the gun mods will take on a more professional and polished look.
Mods for pistols will look different from mods for machine guns, rifles, etc.
- - - - - - - - - - - -
I just wanted to say a big, heartfelt thank you to everyone who has supported me along the way.
Whether you've donated, sent me a direct message with advice and opinions, or posted your thoughts on this thread,
I am truly grateful for your support!