The Zone of Alienation mod is an adaptation of the renowned AMK mod. It is built on top of a specialized variant of AMK that uses a magazine system. From this premise, it has expanded to aim to include the following:
You know how your hands change to match your armor in Call of Pripyat? Do you think there is any way to get it to work retroactively in Shadow of Chernobyl? I've kind of been looking into that but I'm way out of my league. All I ended up doing was making the hands skinned like the exoskeleton minus the hydraulic cables.
I made a download for the new arm textures I came up with. There is a mod that allows for changing the textures with the meshes, but I'm not implementing it, because it multiplies the total number of weapons in the game by like, 8, and there is a finite limit to how many weapons can be stored in the mp_ranks.ltx
Unfortunately, like most FPSes, the hand models are designed with the weapons 'attached', to adjust the hand skins, you'd need load two viewmodels to screen at the same time, one being the hands, the other being the weapon, or create a different viewmodel for each weapon/hand combination. The easiest choice is to simply use the same handmodel with all weapons, that way you avoid ridiculous clipping/animation issues.
PP2000?
Yes, I've noticed that I like it, despite it having a lower magazine capacity than the MP5, I've aced the bandits there with it pretty quickly.
You could add the 44 round magazines. Sure they would be a pain to reload but I think they would be worth it.
You know how your hands change to match your armor in Call of Pripyat? Do you think there is any way to get it to work retroactively in Shadow of Chernobyl? I've kind of been looking into that but I'm way out of my league. All I ended up doing was making the hands skinned like the exoskeleton minus the hydraulic cables.
See: Moddb.com
I made a download for the new arm textures I came up with. There is a mod that allows for changing the textures with the meshes, but I'm not implementing it, because it multiplies the total number of weapons in the game by like, 8, and there is a finite limit to how many weapons can be stored in the mp_ranks.ltx
Mirror for new arm textures: Sendspace.com
Thanks a lot. Had no idea about the weapon multiplication. I'll see what I can do with it though.
Unfortunately, like most FPSes, the hand models are designed with the weapons 'attached', to adjust the hand skins, you'd need load two viewmodels to screen at the same time, one being the hands, the other being the weapon, or create a different viewmodel for each weapon/hand combination. The easiest choice is to simply use the same handmodel with all weapons, that way you avoid ridiculous clipping/animation issues.