#Modular Military Mask - ArchiveXL
1 messages Β· Page 6 of 1
https://www.cgtrader.com/3d-models/character/clothing/crocs-classic-3d-model these are super military though
This is the one i wanted to do for april fools but i was like
nahhh

lmfao
and i was going to do them in "armed" and "defense" mode
you know, with the little adjustable strap

@red reef sick implementation, even less copy paste
well i am utterly lost why my dynamic materials dont function. i sent to a friend and he couldnt spot the issue either
thanks π
I checked your implementation in mesh, it's exactly same as mine with Soft tag in both the mlsetup and the base
appearance name needs to be same as chunkmaterial name?
nah, that's optional. I think.
you use () instead of {}, does it matter?
like, i just dont know what to try anymore, doing it the standard way works, im only changing stuff in mesh
no, that's just for stability in the yaml
are you on the most recent version of everything? The only thing I haven't updated yet is ArchiveXL to 1.14
that makes no sense
thats why i said that i can rule out dependencies issues, because your rope mod functions
the validation is not telling me anything else wrong
as I said, the validation is a pretty rough draft
do you have spaces in any of the keys?
ok hold on, now something extremely sus is happening, i switched to classic and im also getting void textures
validation is not picking up anything again
ah wait i think i know,
yeah, so classic way works
I forgot to change flags back to default
the mlsetup is real and working
so its just something about the dynamic materials not functioning on my end

I'd ask in #psiberstuff at this point 
sad day in the kingdom
Its in #psiberstuff but basically i needed 2 appearance entries at least

Okay, this thing is starting to come together a little bit. I know I need to increase the resolution of my mlmask, but for this:
I'm guessing this is a matter of me weight painting since there aren't any gas masks similar to this? That circular part isn't supposed to be deforming like that
working on file validation...
γ _ γ
This is super easy
Transfer weight from glasses
or my mask
or helmet
basically everything must be full red

That model is looking kinda
up close, but I think I'll still finish this
https://sketchfab.com/3d-models/fm12-cbrn-respirator-57a5362d4a1443a3821d29471b5dcf39 this guy has the best gas mask I've ever seen ever
Hello!
This Rad looking gas mask is one of my favourite pieces of survival equipment. Thereβs a good chance you recognize it as itβs especially iconic and appears in various media as a cool looking respirator, despite rarely being named.
Itβs been used by many different military and civilian organisations, not the least of which was British sp...
And it also happens to be the same type I want
This the one you making?
Yeah, an FM12
0.0
Automatically updates itself?
Do I just need to keep increasing the resolution of my mlmask until these go away or is this another issue?
I doubled it and I can still see those little gaps all over
whats your res
1024
you sure this is the mlmask
idk 
put a random mlmask
I didn't realize it was possible to destroy a setup in that way
me neither
xd
what you did is quite outstanding if i do say so myself

because i dont know how you did that
I trust
The only thing I remember touching in mlsetup was luminosity, beyond changing the materials to what I wanted of course
Well, at least that triangle thing is also caused by this error

I KNOW IT

I believe the "asset" is ready for recolors. I finished the mlmask and initial color layers 
I'm almost there too, I decided to make the filters modular so I need to do mlmasks for the 50th time
Then I need make a normal, and I'll be rdy for colors
you mean add more layers to mlmask?
Hmm, I could do that too
I need to think thru about what the best way to do them is
But I would have to solve this to do that?
This is how it looks unwrapped with the new filters lmfao
They look fine as their own thing
Ah damn
Since I don't know any UV, yeah go do 2 mlmask
UVs are basically just a very very very elaborate puzle
also, go grab the new WKit release! π
new Nightly will come soonβ’οΈ
Very goooood
but the stable has all the latest shit. Really happy with this one π
"removed write protection from arrays of buffers by @red reef in #1654" MY HERO
whoops
lmao
It looks amazing, I understand and appreciate the magic more and more each day
I did get some kind of "bigint" error when I did this on the nightly, but it didn't seem to do anything to mymod9000
"this"?
Copying things into the arrays of write protected buffers. When making my mask, I used a mesh that was utilizing preload materials. Not sure if this is the right thing to do, but for consistency's sake I deleted those arrays and created everything in localMaterialBuffer where I'm used to seeing things
New stable release out?
I'm getting that shit immediately
Yes
that was a different issue, restart WKit π
Hmmm, I could have sworn I got this after restarting that day
And it would occur in the stable version when saving this mesh file
But now it seems to be saying this
[5/4/2024 5:26:58 AM] [Warning ] Could not verify the file you just saved due to an error in Wolvenkit. [5/4/2024 5:26:58 AM] [Important] You can ignore this warning or help us fix the problem: get in touch on Discord or create a ticket under https://github.com/WolvenKit/Wolvenkit/issues [5/4/2024 5:26:58 AM] [Important] Please include the necessary files from your project's source folder. [5/4/2024 5:26:58 AM] [Important] For more information, check https://wiki.redmodding.org/wolvenkit/wolvenkit-app/file-validation#there-was-an-error
it's in the scripts, not in WKit itself
oop
Why is nightly still .13 if stable is .14 
II only use stable anyway
But was curious
because the version wasn't updated on nightly branch I guess
I hit update scripts, restarted, it still throws that most recent message at me
Hmm. Can you give me the file, please?
Ah, but isn't like nightly where this is tested first?
yes, but the version is set via tag
so that wasn't communicated back to the Nightly yet
Same

do it again :3
No matter how many times i try launch the game via wkit, any of the launch options, it says file name missing
extract the portable install, the installer is kinda brrrr

What kind of magic is this
I did and I'm getting the same 
programming
huh. you have the game executable configured in the settings?
Ya
I do too, but my game and wkit are on separate drives
I think I saw someone else who reported this mention that too, but not sure if it matters at all
does it still happen even after nuking the settings file?
It got fixed 
nice :3
do you by chance remember the original error message?
welll its posted above
well thats literally all t was saying
when i pressed launch game
the other button
it said file name was not provided and thats it
ok
2024-05-04 13:44:04.813 [ERR] Launch: error launching game! Please check your executable path in Settings.
2024-05-04 13:44:04.813 [INF] Launch: error debug info: Cannot start process because a file name has not been provided.
This is when pressing Launch Game button
I checked logs
[5/4/2024 6:03:29 AM] [Error ] Message: Cannot start process because a file name has not been provided.
Source: System.Diagnostics.Process
StackTrace: at System.Diagnostics.Process.Start()
at System.Diagnostics.Process.Start(ProcessStartInfo startInfo)
at WolvenKit.App.Controllers.RED4Controller.LaunchProject(LaunchProfile options) in D:\a\WolvenKit\WolvenKit\WolvenKit.App\Controllers\RED4Controller.cs:line 423
at WolvenKit.App.ViewModels.Shell.RibbonViewModel.LaunchProfileAsync() in D:\a\WolvenKit\WolvenKit\WolvenKit.App\ViewModels\Shell\RibbonViewModel.cs:line 86
at CommunityToolkit.Mvvm.Input.AsyncRelayCommand.AwaitAndThrowIfFailed(Task executionTask)
at System.Threading.Tasks.Task.<>c.<ThrowAsync>b__128_0(Object state)
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
And this is the Install and Launch one
Source: System.Diagnostics.Process
StackTrace: at System.Diagnostics.Process.Start()
at System.Diagnostics.Process.Start(ProcessStartInfo startInfo)
at WolvenKit.App.Controllers.RED4Controller.LaunchProject(LaunchProfile options) in D:\a\WolvenKit\WolvenKit\WolvenKit.App\Controllers\RED4Controller.cs:line 435
at WolvenKit.App.ViewModels.Shell.RibbonViewModel.LaunchProfileAsync() in D:\a\WolvenKit\WolvenKit\WolvenKit.App\ViewModels\Shell\RibbonViewModel.cs:line 87
at CommunityToolkit.Mvvm.Input.AsyncRelayCommand.AwaitAndThrowIfFailed(Task executionTask)
at System.Threading.Tasks.Task.<>c.<ThrowAsync>b__128_0(Object state)
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)```
Hah, thank you π

me vs the mask she tells me not to worry about
yes
it looks terrible in game
unless im missing another way to remove those triangles
I was gonna see if I could upgrade mymesh9000 then learn how to normal map
I think this is normals issue
No no,
Γn blender go. To normals
Γn edit mode
Select all faces
Mesh>normals>set from faces
Have all faces selected in edit mode
Try jngame

make sure it actually changed in wkit
I'm positive this is the right one since I haven't exported one without filters yet
it shouldnt look blocky in wkit
I'll try it again
I did make a fucky wucky, not sure where but it's smooth in wkit now
Will try in game again
It still looks the same, but I'm probably doing something silly
Haven't sleeped yet
I also feel like maybe I don't fully grasp what a normal map is supposed to do
But these are questions for later me
normals are the thing that makes the bump
basic ally, this on a flat surface gives you a stone wall
Hmm, so not helpful for smoothing out my pixelated mesh
I was understanding it as some magical way to put high poly data on a low poly model, like enough to fix my chunky model
yes, but you'd have to have a high poly version of your model
what you wanna do to get rid of this here
is to use the normal smoothing operations
Blender's context menu under alt+n in edit mode
either "reset vectors" or "smooth vectors" or "recalculate from outside" or something like that
Hmmmmmmm
I did get it to smooth out in wkit, but it's still looking about the same in game
ok, that's odd
sure the repack worked?
I'm pretty sure but let me check again
Reinstalled, opened mymod9000 in the mod browser to make certain it was smooth, gonna see what it looks like in game again
still looks the same to me, but I didn't try the methods for normal smoothing you mentioned
I'll come back to this later though, thank ya both 
sleep well π
What's the usual garment support tag for boots if I want pants to be tucked insde
Ah, but why of course, my garment support wasn't working because I didn't import the GS mesh ingame
And man I was speedrunnin the mod
big sad
i dont understand whats going on
logs say nothing
ok get a load of this shit
i deleted layer 0
and now the export works
i put it back in, now it also works
????
0 sense
ghooooost-busters?
πΆ If there's something strange, in your 3D viewport, who ya gonna call? πΆ
Uh yknow what, I think I'm gonna gonna google it
gonna gonna gonna
But I tried all of the techniques you mentioned, they don't seem to do anything, the recalculation options seem to make it more disfigured
Set From Faces looks perfect in blender, but when I put it in the game it's still looking very chonky
No

Unless I'm not checking some settings correctly on import or something
I gave this one a defect to make sure I wasn't jamming a stick in my own bicycle wheel, but it still looks funny
I meant no as in it's very possible I could be messing something up still somewhere tho, im baby
But it looks smooth in wkit, so I don't get it
I was just using the default settings, but nothing that needed to be changed stood out to me
I will try
idk if this is significant but I put a random normal over it and it almost looks like it should
for blender just use the plugin to import export thiings

Is this just a matter of me reconfiguring the colors to work with this new.. normal, or do I need to mess with this normal in a specific way?
seems like none of the colors I had show with this, it's supposed to be gray and black
that's weird.
older pic, but it shows where the difference in colors should be
that looks white there as well though
I mean like, the darker hard plastic pieces (eyepieces, filter mounting spots)
They all seem like the same color when I put the normal on
The newer one is layered in just about the same way
I'm playing with the colors now to see
I may call it good enough at that for now, I can't get the black as deep as I want it, but at least it looks good to me. I appreciateee ittt
depends on materialo
if you want a really deep dark black, use silk and the bottommost roughness
you can get it almost vantablack that way
yeah but silk is not something you make a mask out of
CDPR is literally doing that as well, though
and it's a part of the material properties
I've managed to make really dark leather by overlaying it with silk... let me check
I can't find it, but pretty sure I wiki'd it somewhere... <digs>
I did not
but
anyhow
slap a semi-transparent layer of black matte silk over your black plastic
it'll look amazing, trust me
I think I wasn't going hard enough on the black with the mltemplate override, it can get pretty dark with this rubber/plastic tech. But I also tried the silk trick and it's quite cool, I'll keep it in mind for the future
I think after I get the filter changed out I'll be ready to color it, what do ya'll think?
Very solid 
yeah, lookin' good!
Dynamic materials can't be used in vehicle mods?
Doesn't look like it, rip
Np, might as well suffer through 120 mlsetups

If you rip me a model from wt I will
Yeah but I need it to be so accurate the CIA sends a hit team
But I was just joking, idk if that would get you banned or something
Idk if they give a shit but then again that's gaijin
I mean from the extraction process, I don't think it's as simple as opening the game files with a tool
But it probably is like that
idk 
Yamato replacer for Kujira
Real
I mean that would be really cool, just arasaka pulling in the port of NC with a whole ass battleship
lmfao
It's 2077 and a carrier doesnt have escorte like bruh
All major navies irl have battlegroups for their carriers
Immersion broken
Smh
Literally unplayable

why shouldn't they?
Well I did the dynamic thingy and the validation was saying that the thing is not a dynamic material
i don't have a root to put Dynamic appearance tag if that's required
the validation might be wrong
only got ent and app
ok, what exactly are you trying to do?
simply use dynamic materials in a mesh
meaning it doesn't work or it's irrelevant for what purpose the mesh is being used for
the latter
then I will try again
file validation may have errors
that's, like
you need to understand that it's implemented basically on top of Wolvenkit
it knows nothing about the files
it just gets a data structure and then runs a craptonne of checks that I implemented by hand
pretty much, yeah π
especially with new features, it's possible that file validation is just plain wrong
Is that why you were asking for my file the other day? What was going on there?
m a g i c
I implemeted the whole thing and the log says this:
[5/6/2024 7:06:37 PM] [Important] localMaterialBuffer.@dynamic is using Flags.Soft, but doesn't seem to be dynamic. Consider using 'Default' instead
i just yolo it?
i yolo it
The log?
the mesh
ok
fixed
the fil validation?
yea
ok now it doesn't say anything anymore, but it kinda aint working either ingame 
that has a different reason then π
try spawning it with just one static appearance?
then after, make that one dynamic... etc. etc
it works without dynamic materials

If the material path doesn't have substitution, then you need to put "default"
yeah
it doesn't want to function either way 
are you on the most recent AXL?
im on 1.14.0
IDK which version is the most recent one, but... 
i updated
and it works now
tf

But why
I am extremely confused
Ok nvm I am no longer confused
Wow I am so retarded

Guys I just took an IQ test and I scored triple digits!!!! (It has a , after the first digit)
xdd
When you said "," I was like wow, he really might be, but then I remembered Europe uses commas for decimals
(i am joke)
Also
The "asset" you sent me has significant progress too
Got the neutral colors done
The camo ones are a bit more difficult
madman is actually doing it
it's so easy
very good
I haven't rly even seen the page but these words bring me comfort
I just did it the old way to learn axl
I feel like I started modding at the perfect time
Eh
The perfect time was when the first AXL guides were out
Since then, it's still all perfect
it just gets better and better
The worse times were before AXL, with the rudimentary wkit or what was back then, and with HEX editing

I started modding as soon as dynamic appearances came out
Interesting, interesting
yes π the little boy (in the back) fell asleep while I held him
cat/10
look at his little faceee
What kind are they? I don't think I've seen a cat with a fur pattern quite like that
bengalese
he cuuuuute
100%
Nu, we just reconsidered π
π
Yaβll are COOKIN in here GAT damn
Been on vacation and not following this thread as much as I usually do
Thank you man! Itβs been great so far
great to hear :))
Mana, how does one add deformation to a vehicle. I know the wiki says that .mt file adds, but that only adds scratches all over during impacts, I'm talking about actual deformation like vanilla cars
Is it like with garment support?
I use this one that adds scratches all over during impacts
But I'm looking for REAL damage 
Is there a car modder that I could ask some questions to?
lmaooooo 


Ok I will contact Chedda
very good
He was working with vehicle animations too last I saw, maybe you can do something veri spice


the vehicles have deformation emeshes as extra chunks afaik
Do any of you know what kind of error this is off the top of your heads? That little ring inside the eyepiece? If not no worries, we will fafo
Check in blender you don't have random vertices around
or if you have a double lens goig on, that can also be a bug, had this with nvgs
I think it does have two sides, I'll try that too
I gotcha I gotcha

π
You weren't there, man

Got all non colors done, got most of the custom ones done
Just the colorful bunch left and some refit adjsutements
and the usual icons shenanigans
I've been slacking on my project, but I'll pick it back up soon
Wanna try out this Arena Breakout business
Yah I managed to avoid most
Man this dlc is so good
Makes the main game look like filler content
You'll see
That's great
I'm prob gonna play from the start since it's been a while
Damn what game is that
boys drippin
Halo reach
It's those boots I showed here before
ahh, ok :3 then I won't scratch the tabi ones from my to-do
Is it possible to have multiple compartments open up on a car?
I bet?

So here's the thing. If I use base\materials\vehicle_destr_blendshape.mt then literally every material is unbelievably shiny and reflective.
If I use the standard multilayered, then it's fine
But then i lose the dynamic scrathches on impacts
How do vanilla cars do this


Why my prop failing
the "default" appearance is invisible
Its literally 3 files, how can i fuck this up
Is this your first time doing props?
no 
i mean i duped the appearance
and that duped one works
where is the fail man
that's literally all i have
it works anyway, it's just that it initially spawns with a "default" entry
here i replaced all default with variant
but
when i first spawn it
look at variants
idk whats going on
i don't have a "default"
Maybe Mana knows
I feel like I've had this error before but I can't remember what I did to do it
well let me know if you remember
How do your ent components look?
Your defaultAppearance doesn't exist
you mean that one has an effect
oh wow it was that lmao
that wasn't doing shit on my npv
so i disregarded it here too
Gracias
idk I've never done an npv before
My desk in particular remembers my NPV
lmfao
So does my keyboard
what? π It should warn you about that... did you turn it off?
nooooo
ffs
ohhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
the text is now WHITE

i wasnt checking the logs because i was used to seeing yellow warnings
And here I thought I broke it
why did you guys change it to white instead of yellow
because it's only an issue for props
but it'll also yell if it's a root entity for clothing items or NPCs
Imo warnings (things that don't crash the game) but have some impact should be yellow
white is kinda you know
neutral
But if you say "important" why put it with white 
because it's "info"
the "important" is only there so we can tell people we told them so

why you need premium
Wabbajack 
you wanna see the supporter image section? 
o_o
It's goood, I enjoyed seeing folks get creative with those
SHOW
REAL BRO
very nice
ty ty
is. Looks as if someone'S about to drop poison in the wine any second lmao
In corporate circles, isn't that just "pepping up your boring drink"?
Hmm
Hey Mana, any idea why my garment support is working in reverse? 
I kid you not, I put garment support on holster, with these settings, but every vanilla pants and my own custom pants squish it, instea, the holster should be squishing them
Quite comedic I know

nice π no idea



I'm literally the only idiot that can get such errors 
I> successfully implements GS
/> It works in reverse

which holster is it?
is it this one? If so it was a nightmare getting the GS to work. Just changing the components wasn't enough
Yeahh this
I refitted mine skin tight
Still aded GS but it works in reverse for some reason
What you did to get it work?
ok i fixed it
And i found what's borking the file validation too
instead of material i wrote holster
file validation ain't picking this and it also broke it
i'll take a look at that later today, if you haven't seen an update in 5h, please poke me with a stick
probably failed at parsing... something
dropped over the last two or three weeks, because psi is insane
I haven't understood all of it yet, let alone documented...
I don't know anything, I just followed the guide and it works so I'm using it 
fair, yeah π
psi's stuff is So Good
It can do so much more, IslandDancer is working on that. BUt I haven't started wrapping my head around it yet
I mean, what else is there to even dnamically allocate
Because at this point almost everything is done
Except the appearances array
Kinda approaching an upper limit
@nimble basin Maybe for you https://www.cgtrader.com/3d-models/character/sci-fi-character/helmet-gas-mask-scifi-military-combat
Damn that is SICK
https://streamable.com/595i2g trying to finish my side, side project 
damn sick
nou
These go HARD
You fixed the GS?

No,
that was for dynamic materials
GS still works in reverse

I disabled it for now
Thereβs a process in Blender that I used. Iβll send you the google doc about it when I get to my pc
Something different than the one in the wiki?
because GS works just fine, except the holster is the one getting squished
Uhh not sure. It involves shrinkwraps
well yeah
i have a shrinkwrapped applied to it
It shouldn't need it because it's not going to get shrinkned by anything
but i added it just to confirm my GS works
and it does
Hmm well Iβll send it anyway. It might not be any different than the wiki though
There was something else too I gotta ask my boy who helped me
make sure that your base is actually bigger
It is, this is literally max
If you guys can somehow make the appearances array also be dynamically allocated, that's be top tier. it's literally the only repetitive part of axl left
Ultimate axl
The chunk materials? Yeah I did that
I have 27 entries with just names
No chunk materials
I meant getting down the appearance array to literally 1 element
If I'm using the same mlsetup name as the name I use in appearance array, wouldn't that be able to be parsed dynamically somehow?
Of course I'm kinda talking out my ass here because I dont know the inner working of axl
I wouldn't even know what would work in there, maybe a property interpolation like with_{material}
But this is the last repetitive thing left in Axl, and I guess the yaml maybe? Ik we have instances now but perhaps those can be simplified further
Then again I'm just a sad appearance modder, these ideas are coming out my ass, they may not not even be possible
empty chunk materials
ah, ok
yeah, psi is thinkig about hooking it up to the rest of the stuff, so that you can integrate it with the dynamic appearances
but not right now
all works and nice
I meant if yeah, can everything be nuked so we have just the one appearance there
well, sick if it's possible thenn
will be one day
@nimble basin You know what else would be cool to port, an exo skeleton of some kind, I haven't looked on many models but if you happen to find one sci-fi/cyberpunk looking, send a link, paid ones too
We have better garment support (i just enlarged the base of it). it's going to look better with cargo-like pants
These look fire
An Elysium style exo-skeleton would be sick
yeahhhhh
I'd port one if there was an HQ mesh somewhere


Iβll try to find something like it. Would be sick if there was an actual Elysium one somewhere
Ya definitely
But it must be like this, meanning this close to the body
I don't want to deal with weights too much
This would be good too, but it's more of a suit than a exosuit
well, whateves you can find, putting stuff on my list of potential ports is good
just not sure what an exo suit looks like
well its exactly this
It's more of an exoskeleton
Same, but doubt someone made something like this
I found one but itβs meant to be used to be 3D printed
So I donβt think itβs game ready
A full-scale replica of the exoskeleton frame worn in the movie Elysium (2013) by Max Da Costa.
Created in Autodesk Inventor using prop auction photographs and screen captures. A few parts differ from screen appearance and others have added detail. Original design by Aaron Beck, prop by Weta Workshop, likeness copyright by Sony Pictures Enterta...
I actually managed to get this in blender
but man, it's not good

Fuck it then donβt waste time on it then
It was the only one I found unfortunately
the whole thing is 1 million polygons
even if i were to assemble it in blender
refit and everything
1 million polygons just crashes the game
plus it has no UVs at all

Believe in yourself

https://sketchfab.com/3d-models/ninja-exo-c9d09ab791fc42db94df8b2205c61a6f Is this the right idea?
1 mesh.
Geometry: 28044 triangles, 23967 vertices.
PBR high resolution textures (4K).
Channels: diffuse, normal, metallic, ambient occlusion.
Animations: 58, all carrying a (not included) submachine gun.
Rigged type Generic.
SRP support: BuiltIn, URP, HDRP.
Unity version: +2020.3.
- Ninja Exo - Buy Royalty Free 3D model by Hitoshi Mats...
Idea yes
This mesh is very basic though
not worth
Wait, how the hell did wkit import a 82k mesh
Pardon?

Sus
maybe you can make one from the netrunner suit somehow
that one is embedded into the bodysuit, would be too much work
<nods>
hey π
really?
Might wanna take it to #textures-and-models then, because we need bigger brains than mine
Asking, maybe you know
It's in relation to EEX
Seems like only certain leg slots activate GS
Ah, like the GS score you mean in the wiki?
Maybe that'd explain what's going on with my holster
yeah
Hmm
Well, at least male refit is here with GS
We learn more things everyday, didn't know EEX has an effect on GS
at some point, I'll implement yaml parsing, and then we can scan the entire AXL project from start to finish
This is for file validation?
eventually π

but I also want the Wolvenkit controls to be smarter
in general being smarter about validating things
no, I forgot
Ill put a misc file without GS
so whatever it is, will go over but it may clip
however, tucked looks really good and it's irl military way of doing it
Without clipping I mean, I've never seen anything do boots like that properly
It depends on the military and unit, untucked boots are sometimes the norm
As far as I know it's tucked
But that doesn't matter, I'm only after style 
I like them tucked in actually
The boots are agressive, worth showing off
Rather than hiding them over with pants
I will have 2 versions
The one you see here is with the opening widened
so things can tuck in even withmodded bodies
and not clip into skin
and another one that you saw initially
that one is very tight and stuff can go over it as it is already
Very sick
Vee?
Ah yeah I can send you
Just for ref tho, for US SOF it's the norm. Though sometimes it wouldn't be practical to blouse anyway because they aren't using a full boot



sorry





















