@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.
@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?
@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
mods/update/update.rpf/dlc_patch/mpbusiness/common/data/ai
Hope this helps when you are making a FAL.
I think this would better as replace for the Machine Pistol like this one https://www.gta5-mods.com/weapons/mp5k-a1. That way the finger will be on the trigger and the foregrip can be there without clipping through the hand. You can have the scope and flashlight attachment bones on the model for the Machine Pistol and the attachments can be added in the weapons.meta and equipping it with a trainer by it's attachment name.
@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?
https://www.gta5-mods.com/vehicles/mammoth-squaddie-add-on-officer-failz
@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
mods/update/update.rpf/dlc_patch/mpbusiness/common/data/ai
Hope this helps when you are making a FAL.
@Equinox407 Are you going to update the UMP-45 and QBZ-97 with attachment nodes?
Love that it supports attachments.
I think this would better as replace for the Machine Pistol like this one https://www.gta5-mods.com/weapons/mp5k-a1. That way the finger will be on the trigger and the foregrip can be there without clipping through the hand. You can have the scope and flashlight attachment bones on the model for the Machine Pistol and the attachments can be added in the weapons.meta and equipping it with a trainer by it's attachment name.
@Equinox407 I have noticed that on all your weapon mods the attachments bounce/change positions when firing. This is a bug with the attachment bones that are not setup properly on the weapon model. There are weapon mods with different attachment positions that don't bounce when firing.
Here are some examples:
https://www.gta5-mods.com/weapons/payday-2-colt-m727
https://www.gta5-mods.com/weapons/scar-h-dmr
https://www.gta5-mods.com/weapons/vom-feuer-tactical-carbine
You should contact the user https://www.gta5-mods.com/users/TheRaf3D1 for help with attachment bones.