#High poly is done Now on to the part I
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@feral pumice I am going to texture it with a lot of different patterns. CADPAT, MARPAT, M81, 1990s desert, Multicam, etc. Mix and match solid colors with camos.
no patches or patches?
No plans for patches rn. Maybe in the future.
i hope u put it in ocp
100%! I want to have a nice few of the most popular patterns.
Does reforger have the ability to add patches onto uniforms?
Without changing the whole top, like have a literal patch you can swap out
This is what I’d like to find out.
Yup, it's possible - look at how the flashlight is shown on the soviet jacket if it's in the inventory when no webbing is equipped
you'd want to add a new Common Item Type for Patches and then in the Jacket's Initial Storage Slots (under SCR_EquipmentStorageComponent) add a slot that can allow Item Type 'Patches' and has no occluders
(You'd also need to make sure IsVisibleEquipped() in SCR_GadgetComponent.c returns true for your item)
Sounds like a lot of config/script work that I have no idea or desire to learn 😅
nice work!
Exactly how much work would need to be done in SCR_GadgetComponent.c to do that? I've looked into it and I know how to do everything inside of the Object Properties but when it comes to scripting I do not even know where to start.
I'm out for the night but the long and short of it is isVisible needs to return true (see the flashlight and radio components)
aha ok I'm at my PC (with a bit of a sore head)
SCR_GadgetComponent.c has bool IsVisibleEquipped(), which returns false by default - and so is hidden from being shown on equipment
so you could make a script that creates a new class, like flashlights and radios do, for a Gadget type that is a patch (e.g. SCR_PatchComponent) that overrides that function and shows it
You'd then also want to add a gadget type for PATCH to enum EGadgetType in SCR_GadgetComponent.c
which would be something like this...
``[EntityEditorProps(category: "GameScripted/Gadgets", description: "Patches", color: "0 0 255 255")]
class SCR_PatchComponentClass: SCR_GadgetComponentClass
{
};
modded enum EGadgetType
{
PATCH = 256
};
//------------------------------------------------------------------------------------------------
class SCR_PatchComponent : SCR_GadgetComponent
{
//------------------------------------------------------------------------------------------------
override bool IsVisibleEquipped()
{
return true;
}
};``
Then you add SCR_PatchComponent to your prefab instead of, for example, SCR_RadioComponent
then in your uniform item you can add an initialstorageslot with allowed item type 'PATCH'
Left and right shoulder patches would be awesome
Right arm for flags and left for unit patches
I’ll make it interchangeable due to the fact that in Canada our flags are on the left.
@grim jasper whens ocp coming out?
When I can find a good tillable texture. Can’t find ones may have to make my own in substance sampler.
let me help u
I feel like I am trying to learn a new language 😅