anantdeathhawk wrote:This was already done. I have the files, i can handover those to you.
Thanks!
Cool, had forgotten that you were making this!
I have no time to UV this model, export it etc, got to get back onto finishing off my Frigate etc.
This is quite a simple model to learn to UV, texture and export so why give it a shot yourself?
Also the "Scoped in" view of a scope is a seprate mesh for telescopic scopes (although the one in "LOD0", as part of the weapon should be hollowed out so you can see through it, just no reticle in it). Here is the M20 as an example (it's scope is in a funny location in BFMeshView as its location is corrected by the animations since it's mounted on in the deploy animation):
Geom0 LOD0:
Geom0 LOD1:
anantdeathhawk wrote:I meant as M4 has straight scope and while running a player can see somewhat through a scope being 3D, while the M67 has a scope that isn't straight and we can't simulate periscopic sight so won't be beneficial to have a 3D scope for this.
Ah I see what you mean, well for 3rd person it should be as you've made it, although maybe a flat surface on the front for the glass. 1st person however still needs to be hollowed out like the SUIT scope, which is done by basically removing the back faces on the 1st person model so it can see without obstruction:
