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In Unity again run the animations to make sure everything has updated properly. In the project tab, find the material named '[sight name] glass' and click on it. The color you choose will give the sight a slight tint. Personally I use a slight grey or blue. Be warned, anything too dark will be hard to see through in low light, and if too light in color it will be rendered more or less invisible. Enter play mode to make sure it is working.

Once you have everything set up, expand the AR prefab in the hierarchy, duplicate the object labeled 'sight', drop it into your weapon and rename it to '[sight name] reticle'. Then, drop it into the object that contains the sight. Enter play mode, and you will probably see something like this: This is easily fixed.

In scene mode, carefully adjust the position of the '[sight name] reticle' object. Continue back and forth with play mode until the reticle is properly aligned. Adjust the scale to the appropriate size. Use video game screenshots, or real images for scale reference. You may choose to use a different reticle shape that is more appropriate for you sight. Click element 0, labeled 'Holo Sight'. Duplicate it and rename '[sight name] reticle'. For this example I will change it to a simple red dot.

In the photo editing software of your choice, create a white outline of what you want your reticle to look like on a black background.

Save as a. If your software does not allow saves as. With your new reticle done, save the file as '[sight name] reticle'. In the inspector, click the image next to the texture to change it to the texture you created. Adjust the tint color to your liking. Adjusting the 'A' slider changes the intensity of the reticle. At a value of your reticle will be more or less opaque, at 0 your reticle will be invisible. I generally use a value of around Mid Magnification : Mid magnification sights are generally fitted to combat rifles, LMGs, and occasionally sniper rifles.

They are often shown in games with out the black peripheral vision associated with a traditional scope. For dual render, the modeling procedure is more or less identical to all previous modeling stages. There are two ways to make a mid magnification scope: follow the low magnification process and simply lower the aim FoV, or dual render.

See below for an in-depth tutorial for dual render. Verrater's M and M14 are great examples of what dual render can be. High Magnification : High magnification scopes are almost always fitted to a sniper rifle or DMR, and use magnifications over 8x.

They are what one would consider the classic sniper scope. As with mid magnification, there are two methods to create a high mag scope; dual render, and scope aim objects. Of course, regardless of method, you will still have to model and mount your scope. Follow the same procedure as you did for all other models. The dual render procedure should be exactly the same as illustrated for a mid magnification optic, only the camera will have a lower Field of View.

I already discussed scope aim objects briefly in my overview of Unity configuration. This process is best explained by these two tutorials, demonstrating different methods. I use the later tutorial for my earlier Nifty Fifty mod with acceptable results. Step 1: Modeling: As always, we must model our optic first.

This can very easily be done on an optic you have already made. For this example, we will be using an Elcan Specter as it covers all aspects of dual render. In the below picture the side has been cut away for easier viewing. Shown in blue is the glass lens of the optic. This is only needed if you are using a. Behind that, in green, is the reticle.

This is only needed for optics with physical reticles, such as sniper scopes and some mid power optics. Finally, in red, is the dual render lens. This is the surface that will display the dual render. It must be a separate object from the rest of the optic and must be a flat plate.

Either surface or volume will suffice for our purposes. Lastly, you must preform a UV unwrap on the dual render lens object. In edit mode, press 'u' and select "smart UV project". Leave the settings of the next options box at the default and press ok.

Nothing will noticeably change, but the action will be competed. Step 2: Unity: Once this is one and the optic is all set on your weapon model, open unity. You will only have to do this once. Give the texture the following settings in the inspector.

Size will determine resolution. This also only has to be done once Change the material of the dual render lens in your weapon to the "dual render lens" material. Now, in you hierarchy, add a camera. It is important that the camera not be a child of the weapon object as this causes issues.

It should be in the same level as the weapon object, armature, and hands object. Give your camera these settings in the inspector. Make sure the near clipping plane is a low value to prevent your scope from seeing through walls. The camera's Field of View will determine zoom, and is something you will have to tailor to your preferences and purposes. Also choose "dual render texture" as the target texture. In the scene, move the camera around until the target bullseye is exactly centered like this: It may help to lower the camera's FoV to 1 for this.

Now test your weapon. If the rendered target is angled, rotate the lens in blender about the y axis. If you wish to add a. Though Ravenfield is, and is to remain a single-player game, weapon balance is still a factor.

For one, an OP weapon in the hands of dozens of bots may prove annoying to the player. Additionally, the majority of players prefer a balanced weapon regardless. Often related to balance is realism. Statistics like magazine size, muzzle velocity, rate of fire, and effective range are all easily found for most weapons. Due to the physics and engineering of fire arms, these factors tend to have a balance. Additionally, understand a weapon's role. Most popular FPS games follow the same formula of weapon roles, which is generally appropriate.

Understanding a role makes balancing accuracy easier. LMGs and ISWs are not generally very accurate under sustained fire, while sniper rifles are incredibly accurate with a very low rate of fire. One benefit of Ravenfield being single-player is the option to drop the conventional fire mode damage balance. Typically bolt and pump action weapons have greater range than their semi-automatic counter parts, and great still than fully automatic weapons.

I personally balance weapons based on caliber. For those who do not have a technical interest in firearms, or are simply uninterested, understanding caliber can be odd.

A 9mm bullet is often balanced below a 7. For those who are unfamiliar with firearm calibers Standard pistol cartridges : Most modern handguns chamber in 9x19mm,.

Most should kill in 2 or 3 shots at least 34 damage a shot and have a velocity around High caliber handguns : The big boys of the pistol world, such as the Desert Eagle, or famous. Though they are typically lower in capacity, their rounds pack quite a punch. Among such rounds are the. Most should kill in 1 or 2 shots at least 51 damage a shot and have a velocity around Standard rifle cartridges : Rifles in general fire smaller, faster rounds than pistols.

Older rifles fired much larger rounds, but we will get to them later. The most common rifle rounds today are either in the 5mm. Balancing rifle rounds is less clear than pistols due to the sheer number of rounds available. Most should kill in 2 or 3 shots at least 34 damage a shot and have a velocity of and up to If your sniper or marksman rifle uses one of these calibers, 1 or 2 shot kills and a velocity of or greater will be appropriate.

Larger rifle cartridges : Among these are the mighty. These calibers are reserved for either anti material rifles, or weapons made before A one shot kill is generally recommended, and velocity greatly depends on era. Modern rounds such as. Shotguns : Shotguns are available in a multitude of calibers and shell types.

Unlike other weapons, a lower gauge term for shotgun calibers is larger, so a 12 gauge is larger than 28 gauge. Most modern shotguns use 12 or 20 gauge, though 10 and 28 gauge are not uncommon either.

Much less common are the rather small Beyond gauge is shell type. Buckshot, slugs, and birdshot are the most popular.

More specialized rounds like breaching and dragons breath rounds do exist as well. There are different measures of buck and bird shot, however 00 buck is the most common and birdshot does not follow any set convention in FPS games. Slugs fire a single massive projectile. Once you have set up your weapon, it is incredibly important to test it. I personally recommend making a private mod content that you use as a test range. You can play with your weapon before it goes public, allowing you to find major bugs.

There will be things that slip through the cracks, but as long as you avoid mod or game breaking bugs, it will be safe to upload. Once you have determined you mod is ready for the public, make an attractive thumbnail.

You want something that is flashy, but not overdone, that will catch the attention of other players. I personally choose a rendered image of the weapon, over a simple background with the mod's name, and mine.

However, screenshots of the weapon in action, standalone rendered images, or even the UI icon will do. It's online, free, and has plenty of features. Why Apple changed its mind on Right to Repair Apple is giving the people what they want, while also trying to avoid government regulation. Ingraham , By Engadget , Hardawar , Apple reportedly aims to debut a fully self-driving car in The company is reportedly narrowing its focus. The employee behind the AppleToo protest is leaving the company She reached a settlement with the tech giant regarding her National Labor Relations Board complaint.

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Master Boot Record - The first sector on the whole drive and contains a boot loader as well as information about partitions on the drive. Still can't boot into Windows? Experiencing blue screens or some other bug? Windows has built-in tools to scan for and replace corrupt system files:. A separate DISM command can scan the Windows component store for corrupt files and automatically repair them:. Files and folders can be encrypted or compressed and then unencrypted and decompressed with quick individual commands for each operation -- make sure you change the target destination:.

You can create semi-incremental file backups using robocopy , though this is more involved than the previous commands. There's a great Super User thread discussing the subject where variants of the same command are recommended for having robocopy do basic file backups, copying files from one location to another -- but only when changes have been made.

These reports are surprisingly detailed and may help in understanding issues involving your system's power consumption or wireless connectivity. A variety of old school telnet services are still available, including the ability to watch Star Wars Episode IV. Enter telnet towel. Note: If the command isn't recognized, you might have to enable telnet. Note: This feature was originally published on October We have revised some of its content and bumped it due to its old school nature, as part of our ThrowbackThursday initiative.



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