corporal_lib[br] 396 Posted January 11, 2015 Outstanding! Great to have you back and presenting us with such a gorgeous Elcan scope! cheers! Share this post Link to post Share on other sites
broduz 71 Posted January 11, 2015 ;2855244']Outstanding! Great to have you back and presenting us with such a gorgeous Elcan scope! Couldn't have said it better myself! This is a welcome surprise IanSky. The model looks great Share this post Link to post Share on other sites
SpartanSix 367 Posted January 11, 2015 Quick questions, what color variants will there be? and will there be any camo'd up variants? Share this post Link to post Share on other sites
IanSky 29 Posted January 13, 2015 Ok final shots of the Elcan before it get's thrown into the Poly-Mincer for Arma! No fapping :P https://dl.dropboxusercontent.com/u/7741113/Elcan_View_%232.png (917 kB) https://dl.dropboxusercontent.com/u/7741113/Elcan.png (493 kB) Sorry for the direct links, forum only allows 100kb image linking, so better you visit the link and see the full resolution. Share this post Link to post Share on other sites
speedygonzales 15 Posted January 13, 2015 (edited) The King of scopes in the armaverse is back. Looking forward to attach this sweety. Anychance to get to versions of it, the standard bronze you show and mayby a black edition ? Mayby a chance for hiddenselections so we can make other colour variants ourself ? http://www.eurooptic.com/elcan-specterdr-dfov14-c1.aspx Edited January 13, 2015 by Speedygonzales Share this post Link to post Share on other sites
IanSky 29 Posted January 13, 2015 Yup, I'll do a Black and Khaki variant, there will also be a killflash for most of the scopes in the next version. Share this post Link to post Share on other sites
da12thMonkey 1943 Posted January 13, 2015 Mayby a chance for hiddenselections so we can make other colour variants ourself ? Doesn't work on weapon attachments. Share this post Link to post Share on other sites
roberthammer 582 Posted January 13, 2015 (edited) Doesn't work on weapon attachments. Which is a another weird decision from BIS - atm we have to add more p3D models just to do camo variants and i think in Dayz SA all proxy items support hiddenselections :crazy_o: Edited January 13, 2015 by RobertHammer Share this post Link to post Share on other sites
speedygonzales 15 Posted January 13, 2015 thx for the info really sad that this is broken or not functional. Share this post Link to post Share on other sites
blackwater13 14 Posted January 17, 2015 omagawd, seriously cannot wait for that spectreDR, really fantastic job on it and welcome back Iansky! Share this post Link to post Share on other sites
evromalarkey 150 Posted January 17, 2015 So is that, because BI don't have named selections in models or it's config wise? Either way it's a shame. Share this post Link to post Share on other sites
da12thMonkey 1943 Posted January 17, 2015 Nah it's engine wise - weapon attachments are simple proxy models with no simulation so they behave the same as all those proxy parts on vehicles that you cannot retexture. The hiddenSelection names are one of those thing that are defined in the model.cfg (under the 'sections' part of the cfgModels class) so I guess proxies can no sooner accept 'sections' than they can can accept other model.cfg entries like rotation/translation etc. animations. The texture/material swap performed by hiddenSelections it to all intents and purposes another kind of animation. I've tried adding hiddenSelections for the sake or re-skinning models of my own (1,2) and it just flat out doesn't work regardless of whether you set the model/class up for it or not. So in the end I had to make all the additional camo variants of my scopes into separate .p3ds Share this post Link to post Share on other sites
IanSky 29 Posted January 26, 2015 Almost ready for release guys! I've started a Twitch stream so people can follow the progress of the add-on creation! http://www.twitch.tv/anfecs/profile Share this post Link to post Share on other sites
enex 11 Posted January 26, 2015 Almost ready for release guys! I've started a Twitch stream so people can follow the progress of the add-on creation! http://www.twitch.tv/anfecs/profile Alright, way to go brother! : ) Share this post Link to post Share on other sites
speedygonzales 15 Posted February 2, 2015 Any news of the spectreDR ? Share this post Link to post Share on other sites
IanSky 29 Posted February 12, 2015 Ok my lovely ladies, I'm happy to show the final model ready for texturing. This is the home stretch people, sorry it has taken so long. I blame it on laziness, lol! So here she is, release will be very, very soon! https://dl.dropboxusercontent.com/u/7741113/E2_TEST%20(3).png Share this post Link to post Share on other sites
speedygonzales 15 Posted February 12, 2015 very nice work. Share this post Link to post Share on other sites
IanSky 29 Posted February 13, 2015 Just more pictures because, you know... Teasing. https://copy.com/Pvt47jGLPZpJ7jk3 Share this post Link to post Share on other sites
--mastermind-- 10 Posted February 13, 2015 will this have 3 modes? iron-sights, 1x-4x lever control? maybe with accessory functions mod compatibility? Share this post Link to post Share on other sites
roberthammer 582 Posted February 13, 2015 will this have 3 modes? iron-sights, 1x-4x lever control? maybe with accessory functions mod compatibility? 3 modes? sorta yes , 1x-4x lever control? of course , accessory functions mod compatibility? why it should use MRT? for what reason? Share this post Link to post Share on other sites
EricJ 728 Posted February 13, 2015 He's not familiar with how the game interacts with optics. To answer your question -mastermind- you have to simply switch optics views. MRT also is able only to do a max of two functions (such as switching between 1x and 4x). With that you "should" be able to switch between the optic and the top iron sights if needed. But usually if you're going to have that you should just leave it at 4x and use the iron sights on top of the scope. Share this post Link to post Share on other sites
roberthammer 582 Posted February 13, 2015 He's not familiar with how the game interacts with optics. To answer your question -mastermind- you have to simply switch optics views. MRT also is able only to do a max of two functions (such as switching between 1x and 4x). With that you "should" be able to switch between the optic and the top iron sights if needed. But usually if you're going to have that you should just leave it at 4x and use the iron sights on top of the scope. If i leave at 4x and use the iron sights - then it's not a true DR , that's LDS best will be to just use 3 modes - simple as that Share this post Link to post Share on other sites
da12thMonkey 1943 Posted February 13, 2015 MRT also is able only to do a max of two functions (such as switching between 1x and 4x). Nah, you can have as many states as you want in MRT depending on how you set up the config classes - I made a holographic sight with 4 different switchable reticles as an example of that. However, as RH points out there's really nothing that MRT could do in making a decent Specter DR with 1x, 4x and BUIS that you couldn't simply do with the game's standard class OpticsModes feature. The only reason I could see for using it would be if one wanted the lever to visually move when you switched between 1x and 4x optics (using separate models). But that's just unnecessary visual "fluff" rather than anything that's useful in recreating the real function of the sight. The game's standard MRCO has 1x/3.4x magnification through the main optical tube like you would set up on a SpecterDR such as this, then you just add an additional memory point and opticsmode for the BUIS to create 3 modes. Share this post Link to post Share on other sites
dartshinigami 2 Posted February 14, 2015 Hi: The elcan and the Beast, are already in last update???? I told this before but we need also a Sniper Rifle mod would tha be cool:D Share this post Link to post Share on other sites