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@Equinox407 Are you still going to do the AK-47?
@Equinox407 Did you upload the wrong files on 1.3? When I download it the w_sb_smg.ydr still has missing textures.
@Equinox407 Are you going to fix the w_sb_smg.ydr model file for the UMP-45 mod so the textures work? The player character uses the w_sb_smg_hi.ydr that has working textures with peds using the w_sb_smg.ydr. You are probably not noticing the error since only you use it without seeing peds use it. The w_sb_smg.ydr model file does not have any textures applied in the Open IV model viewer since it's completely white.
I want to add the weapon to SWAT loadouts but seeing it flicker constantly break the immersion.
@Equinox407 It's the model that peds use that don't have working textures. If peds use the weapon or is dropped on the ground you will notice the error. If you look at the model in the Open IV model viewer it is white with no textures applied.
@Equinox407 Thanks man. Do you plan on doing a replacement for the Pump Shotgun like the Remington Model 870?
Finally a replacement for the Bullpup Rifle with working attachments.
@ArkadiPro1 Are future updates going to be open source? Can you make it so that tanks, helicopters and jets come after you when outside Fort Zancudo in future updates?
@ArkadiPro1 Could you include a file for the script that allows you to add your own vehicles like this one?
@Equinox407 If you are gonna to a FAL it should replace the Special Carbine since it's animations fits the best. Since the FAL is shaped differently from the default Special Carbine model the first person ironsights won't work and the muzzle flash will be in the wrong place. However this is easily fixable with meta edits.
Here is detalited intructions on how to fix first person aiming with iron sights and scopes with any weapon mod https://forums.gta5-mods.com/topic/23704/tutorial-correcting-first-person-aiming-for-replacement-weapon-mods-detailed-meta-edit-intructions
To fix the muzzle flash position you add this line to the <Fx> section in the weapons meta file
<MuzzleOverrideOffset x="0.000000" y="0.000000" z="0.000000" />
Increasing the x value will move the muzzle flash forward and decreasing it will move it backwards.
Increasing the y value will move the muzzle flash to the right and decreasing it will move it to left.
Increasing the z value will move the muzzle flash upwards and decreasing will move it downards.
The meta for the Special Carbine is called weaponspecialcarbine.meta and it's located in
Hope this helps when you are making a FAL.