Description

Adjusts the position of some HUD models. Anomaly 1.5.0 (Beta 3)

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ViewmodelTweaks1.12
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Kuez
Kuez - - 171 comments

Juanana if you plan on doing L85s viewmodels then I found these to be perfect when it comes to aiming down sight:

aim_hud_offset_pos = -0.096008,0.07235,-0.2
aim_hud_offset_rot = 0.047,0.0265,-0.0145
aim_hud_offset_pos_16x9 = -0.096008,0.07235,-0.2
aim_hud_offset_rot_16x9 = 0.047,0.0265,-0.0145

As I said, I wasn't planning on doing anything with the zoomed out positioning. Just thought it would save you few minutes in case you did plan on doing it.
Thanks again on pointing out which values are which. ^^

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Kuez
Kuez - - 171 comments

Same goes for FNP-45s:

aim_hud_offset_pos = -0.09696,0.0542,-0.025
aim_hud_offset_rot = 0.012,0.013,-0.015
aim_hud_offset_pos_16x9 = -0.09696,0.0542,-0.025
aim_hud_offset_rot_16x9 = 0.012,0.013,-0.015

Unfortunately with this one the rear sight's left "wing" is a bit closer to the front sight than the right "wing", meaning that the pistol is rotated counter clockwise a tiny bit too much - which quite honestly is rage and OCD inducing. Any advices on this one? lol

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Juanana Author
Juanana - - 10 comments

You'd need to use a working hud adjust for your game since changing rotation is really time consuming without it. Since Anomaly doesn't have one that's compatible, you would have to port the models, textures, and animations into a version that has one. The values translate fairly well so once you bring it back to Anomaly, usually changing the x and y axes of aim_hud_offset is all you'd need to do.

A bit of a long and annoying process since porting models can cause some weird crashes which is why I haven't been able to do every single weapon.

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AspirinSGD
AspirinSGD - - 98 comments

Can you adapt hud_aim_pos for 'iron sight' from STCOP 3.2?

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Juanana Author
Juanana - - 10 comments

I'm not sure what you mean by this? STCOP 3.2 might be using different animations/skeletons so it's not as simple as transferring the values over to Anomaly.

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SilentEagle
SilentEagle - - 103 comments

Just a heads-up, the MP5SD6 w/ ACOG is FUBAR

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Juanana Author
Juanana - - 10 comments

Completely missed that. Thanks! quick fix is to find this within the mp5sd.ltx.

scope_status = 0
;scope_texture = wpn_crosshair_acog
scope_zoom_factor = 18
zoom_rotate_time = 0.25
;scope_dynamic_zoom = off

Just remove the semi-colons and change scope_status to 1 and it should use the 2d scope.

EDIT: There's multiple instances of this because of the variants available. Just do the same for those and it should solve it.

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ChaoticSaint
ChaoticSaint - - 136 comments

so from reading the updates any chance do you think this will work with a scope mod?

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