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n45c4r

7.62 Project WIP

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7.62 Project. It shows a two fictional countries in Central America: Palinero and Algeira (they was in russian game 7.62 and i decide made them in Arma)

cb306a0fae9fbc0ae21ee3cfc01630c5.png

Palinero (blufor) - it will be Army and Police. In 90s and 00s Palinero army armed with US weapons, but many soviet equipment remain from old times, when Palinero was influenced form USSR. Army includes Motorized infantry, Marines, Airbourne units, Air Forces, Armored units, cars. Police includes patrol units, SWAT, Military Police

Army

Armor: BMP-2 (95% ready), AAVP7 (95%), LAV-25 (95%), ZSU 23-4 (99%), BTR-60 (0%), M113A3 (80%), T-55 (0%), T-72 (99%)

Cars: Land rovers (50%), Humvees (50%), UAZ (70%), Urals (40%)

Air: AH1 (90%), AH6J (90%), CH-47 (85%), Mi8 (95%), Su-25 (80%), UH-1 (95%), Uh-60 (100%)

Infantry - it will be retextured CDF and ACR units (later may be I made my own models)

Motorized infantry special forces (90%)

Motorized infantry (10%)

Marines (0%)

Marines special forces (0%)

Airbourne (0%)

Airbourne special foreces (0%)

Police

Cars: Geo Prizm (90%), VW Passat (90%), Chevrolet Suburban (90%), Land rover Defender (90%)

Units: Patrol (0%), SWAT (0%), MP(0%)

Screens:

a5d4a6946cdca306eb5be1c192affb12.jpeg

df00145751669be05ef3d7dd39a33b79.jpeg

5e16a1536de0d90ad32f622d660c4439.jpeg

7aafbf3b51e37a231cc0a68327f4c7cd.jpeg

64aec0828b1e533e5a31131f668d3cd6.jpeg

Later I will add Algeira (opfor) army and police, Rebels (blufor), Mercenaries (opfor), Smugglers (res).

Edited by n45c4r

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Yes this is a game which you say and thank you for good words

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i know it's an alpha, but palineo is a tropical environnement right ?

you should make different pattern if someone want to use them in the other map and even mix the pattern together ( tan shirt with woodland pants ), but mostly on SF units.

good luck with your project !

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Thanks. Yes Palinero is tropical country. But I can't make mo own models yet and for now I use standart retextured soldiers. When I learn to make their own models, I will make them specifically for the area

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Thanks. Yes Palinero is tropical country. But I can't make mo own models yet and for now I use standart retextured soldiers. When I learn to make their own models, I will make them specifically for the area

I think "heroes maker" was talking about the textures. I think he's suggesting a camo pattern rather than a single colour.

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Screens of police Geo Prizm and Chevy :

a1cfcbdad158d6ec2c801d994c7c8f43.jpeg

119874e152fb697ff6d6e993c7b7c784.jpeg

VW texture id bad, I will show it later. And I have a problem: OA vehicles, air vehicles and units don't retexturing in game. For example: I make police LR, but in game it looks like usual civilian LR, same with units and air. What I did wrong?

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What vehicles exactly are giving you issues.

I'd suggest looking at their configs via the Six Config Browser -> http://browser.six-projects.net/cfg_vehicles/classlist?version=58

For example, if I look at the AN-2's config -> http://browser.six-projects.net/cfg_vehicles/An2_TK_EP1/config?version=58

I can see that I need this to change the texture:

hiddenselectionstextures[] = {"ca\Air_E\An2\Data\an2_1_CO", "ca\Air_E\An2\Data\an2_2_CO", "ca\Air_E\An2\Data\an2_wings_CO"};

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I tried all day to fix the problem. Land Rover is now seen in the game, but the units and armored vehicles are not.

Screens of VW and LR

2fac9b20b6bb3ff42f5d97a81597e33d.jpeg

0af7a86e20cb07243849b4f2ee579177.jpeg

There is a code of units config, and it would be good if somebody tell me what I made wrong

class CfgPatches
   {
       class PAL_pol_pat
    {
       units[] = {};
       weapons[] = {};
    scope = public;
       requiredVersion = 1.60;
       requiredAddons[] = {"CACharacters", "CACharacters2"};
	};
};






class CfgVehicleClasses
  {
    class PAL_pol_pat
    {
    displayName = "Policemen";
    };
   };	

   class CfgFactionClasses
   {
    class Pal_pol
    {
    displayName = "Palinero police";
    priority = 1;
    side = TWest;
    };

};

class cfgVehicles
       {
       class SoldierGB;
       class Policeman;
	class PAL_pol_man_base_EP1 : Policeman {
 		faction = "Pal_pol";
	vehicleClass = "PAL_pol_pat";
	hiddenSelectionsTextures[] = {"\ment_pal\police\policeman_co.paa",};

	class Wounds {
	mat[] = {"ca\characters2\civil\policeman\data\policeman.rvmat", "ca\characters2\civil\policeman\data\w1_policeman.rvmat", "ca\characters2\civil\policeman\data\w2_policeman.rvmat", "ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds.rvmat"};
	tex[] = {};
                };
};


   class  pol_pat_serg : PAL_pol_man_base_EP1
{
accuracy = 3.9;
displayname = "Sergeant";
model = "\ca\characters2\civil\Policeman\Policeman";
scope = 2;
weapons[] = {"Throw", "Put", "ItemMap", "ItemWatch", "ItemRadio", "M9"};
magazines[] = {"15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9SD", "15Rnd_9x19_M9"};
respawnWeapons[] = {"Throw", "Put", "ItemMap", "ItemWatch", "ItemRadio", "M9"};
respawnMagazines[] = {"15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9SD", "15Rnd_9x19_M9"};
};

   class  pol_pat_man : PAL_pol_man_base_EP1
{
accuracy = 3.9;
displayname = "Patrolman";
model = "\ca\characters2\civil\Policeman\Policeman";
scope = 2;
weapons[] = {"Throw", "Put", "ItemMap", "ItemWatch", "ItemRadio", "Colt1911"};
magazines[] = {"7Rnd_45ACP_1911", "7Rnd_45ACP_1911", "7Rnd_45ACP_1911", "7Rnd_45ACP_1911"};
respawnWeapons[] = {"Throw", "Put", "ItemMap", "ItemWatch", "ItemRadio", "Colt1911"};
respawnMagazines[] = {"7Rnd_45ACP_1911", "7Rnd_45ACP_1911", "7Rnd_45ACP_1911", "7Rnd_45ACP_1911"};
};

class  pol_pat_man2 : PAL_pol_man_base_EP1
{
accuracy = 3.9;
displayname = "Patrolman 2";
model = "\ca\characters2\civil\Policeman\Policeman";
scope = 2;
weapons[] = {"Throw", "Put", "ItemMap", "ItemWatch", "ItemRadio", "MP5A5"};
magazines[] = {"30Rnd_9x19_MP5", "30Rnd_9x19_MP5", "30Rnd_9x19_MP5", "30Rnd_9x19_MP5"};
respawnWeapons[] = {"Throw", "Put", "ItemMap", "ItemWatch", "ItemRadio", "MP5A5"};
respawnMagazines[] = {"30Rnd_9x19_MP5", "30Rnd_9x19_MP5", "30Rnd_9x19_MP5", "30Rnd_9x19_MP5"};
};


class  pol_pat_man3 : PAL_pol_man_base_EP1
{
accuracy = 3.9;
displayname = "Patrolman 3";
model = "\ca\characters2\civil\Policeman\Policeman";
scope = 2;
weapons[] = {"Throw", "Put", "ItemMap", "ItemWatch", "ItemRadio", "M1014"};
magazines[] = {"8Rnd_B_Beneli_74Slug", "8Rnd_B_Beneli_74Slug", "8Rnd_B_Beneli_74Slug", "8Rnd_B_Beneli_74Slug"};
respawnWeapons[] = {"Throw", "Put", "ItemMap", "ItemWatch", "ItemRadio", "M1014"};
respawnMagazines[] = {"8Rnd_B_Beneli_74Slug", "8Rnd_B_Beneli_74Slug", "8Rnd_B_Beneli_74Slug", "8Rnd_B_Beneli_74Slug"};
};



class  pol_pat_man4 : PAL_pol_man_base_EP1
{
accuracy = 3.9;
displayname = "Patrolman 4";
model = "\ca\characters2\civil\Policeman\Policeman";
scope = 2;
weapons[] = {"Throw", "Put", "ItemMap", "ItemWatch", "ItemRadio", "revolver_EP1"};
magazines[] = {"6Rnd_45ACP", "6Rnd_45ACP", "6Rnd_45ACP", "6Rnd_45ACP"};
respawnWeapons[] = {"Throw", "Put", "ItemMap", "ItemWatch", "ItemRadio", "revolver_EP1"};
respawnMagazines[] = {"6Rnd_45ACP", "6Rnd_45ACP", "6Rnd_45ACP", "6Rnd_45ACP"};
};




};

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Some units don't have hiddenSelections, so you can't re-texture them.

The policeman is one of them.

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I tried that yesterday, but I will try write this again. Thanks

I write hiddenSelections to all units, but it don't work. How it looks now :

class CfgPatches
   {
       class PAL_pol_pat
    {
       units[] = {};
       weapons[] = {};
    scope = public;
       requiredVersion = 1.60;
       requiredAddons[] = {"CACharacters", "CACharacters2"};
	};
};






class CfgVehicleClasses
  {
    class PAL_pol_pat
    {
    displayName = "Policemen";
    };
   };	

   class CfgFactionClasses
   {
    class Pal_pol
    {
    displayName = "Palinero police";
    priority = 1;
    side = TWest;
    };

};

class cfgVehicles
       {
       class SoldierGB;
       class Policeman;
	hiddenSelectionsTextures[] = {"\ment_pal\police\policeman_co.paa"};
	faction = "Pal_pol";
	class PAL_pol_man_base : Policeman {
 		faction = "Pal_pol";
	vehicleClass = "PAL_pol_pat";
	hiddenSelectionsTextures[] = {"\ment_pal\police\policeman_co.paa"};

	class Wounds {
	mat[] = {"ca\characters2\civil\policeman\data\policeman.rvmat", "ca\characters2\civil\policeman\data\w1_policeman.rvmat", "ca\characters2\civil\policeman\data\w2_policeman.rvmat", "ca\characters\heads\male\defaulthead\data\hhl.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds.rvmat", "ca\characters\heads\male\defaulthead\data\hhl_wounds.rvmat"};
	tex[] = {};
                };
};


   class  pol_pat_serg : PAL_pol_man_base
{
accuracy = 3.9;
displayname = "Sergeant";
model = "\ca\characters2\civil\Policeman\Policeman";
scope = 2;
   hiddenSelectionsTextures[] = {"\ment_pal\police\policeman_co.paa"};
weapons[] = {"Throw", "Put", "ItemMap", "ItemWatch", "ItemRadio", "M9"};
magazines[] = {"15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9SD", "15Rnd_9x19_M9"};
respawnWeapons[] = {"Throw", "Put", "ItemMap", "ItemWatch", "ItemRadio", "M9"};
respawnMagazines[] = {"15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9SD", "15Rnd_9x19_M9"};
};

   class  pol_pat_man : PAL_pol_man_base
{
accuracy = 3.9;
displayname = "Patrolman";
model = "\ca\characters2\civil\Policeman\Policeman";
scope = 2;
hiddenSelectionsTextures[] = {"\ment_pal\police\policeman_co.paa"};
weapons[] = {"Throw", "Put", "ItemMap", "ItemWatch", "ItemRadio", "Colt1911"};
magazines[] = {"7Rnd_45ACP_1911", "7Rnd_45ACP_1911", "7Rnd_45ACP_1911", "7Rnd_45ACP_1911"};
respawnWeapons[] = {"Throw", "Put", "ItemMap", "ItemWatch", "ItemRadio", "Colt1911"};
respawnMagazines[] = {"7Rnd_45ACP_1911", "7Rnd_45ACP_1911", "7Rnd_45ACP_1911", "7Rnd_45ACP_1911"};
};

class  pol_pat_man2 : PAL_pol_man_base
{
accuracy = 3.9;
displayname = "Patrolman 2";
model = "\ca\characters2\civil\Policeman\Policeman";
scope = 2;
hiddenSelectionsTextures[] = {"\ment_pal\police\policeman_co.paa"};
weapons[] = {"Throw", "Put", "ItemMap", "ItemWatch", "ItemRadio", "MP5A5"};
magazines[] = {"30Rnd_9x19_MP5", "30Rnd_9x19_MP5", "30Rnd_9x19_MP5", "30Rnd_9x19_MP5"};
respawnWeapons[] = {"Throw", "Put", "ItemMap", "ItemWatch", "ItemRadio", "MP5A5"};
respawnMagazines[] = {"30Rnd_9x19_MP5", "30Rnd_9x19_MP5", "30Rnd_9x19_MP5", "30Rnd_9x19_MP5"};
};


class  pol_pat_man3 : PAL_pol_man_base
{
accuracy = 3.9;
displayname = "Patrolman 3";
model = "\ca\characters2\civil\Policeman\Policeman";
scope = 2;
hiddenSelectionsTextures[] = {"\ment_pal\police\policeman_co.paa"};
weapons[] = {"Throw", "Put", "ItemMap", "ItemWatch", "ItemRadio", "M1014"};
magazines[] = {"8Rnd_B_Beneli_74Slug", "8Rnd_B_Beneli_74Slug", "8Rnd_B_Beneli_74Slug", "8Rnd_B_Beneli_74Slug"};
respawnWeapons[] = {"Throw", "Put", "ItemMap", "ItemWatch", "ItemRadio", "M1014"};
respawnMagazines[] = {"8Rnd_B_Beneli_74Slug", "8Rnd_B_Beneli_74Slug", "8Rnd_B_Beneli_74Slug", "8Rnd_B_Beneli_74Slug"};
};



class  pol_pat_man4 : PAL_pol_man_base
{
accuracy = 3.9;
displayname = "Patrolman 4";
model = "\ca\characters2\civil\Policeman\Policeman";
scope = 2;
hiddenSelectionsTextures[] = {"\ment_pal\police\policeman_co.paa"};
weapons[] = {"Throw", "Put", "ItemMap", "ItemWatch", "ItemRadio", "revolver_EP1"};
magazines[] = {"6Rnd_45ACP", "6Rnd_45ACP", "6Rnd_45ACP", "6Rnd_45ACP"};
respawnWeapons[] = {"Throw", "Put", "ItemMap", "ItemWatch", "ItemRadio", "revolver_EP1"};
respawnMagazines[] = {"6Rnd_45ACP", "6Rnd_45ACP", "6Rnd_45ACP", "6Rnd_45ACP"};
};




};

Edited by n45c4r

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Some units don't have hiddenSelections, so you can't re-texture them.

The policeman is one of them.

I thought I'd re-quote myself because I think you misunderstood what I said.

BIS didn't put hiddenSelections on all of their models, so it's not possible to re-texture the models.

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I thought I'd re-quote myself because I think you misunderstood what I said.

OK. I understand you now, just my english is very bad and I don't understand many words.

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Good idea with a 7.62 project - there's something fascinating about mercs in the jungle.

However, I was looking at your textures and I really think they would work better if you toned them down a shade or two. That tone of green is fairly strong and in the end would have the opposite effect of what camouflage is supposed to do. Maybe saturate it a little or go a bit darker. You could also mix it up a little with some other colours, to make the green less avocado-like.

Best of luck with your project!

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Thanks for the nice words, but fascinating can not be done likely - skill level is low.

Textures will correct when I get back to the vehicles. I don't like the current color myself.

I have a problem with config, textures for infantry don't seen in game, only standart units. I thought what problem in my PC, but armored units are work correct. Config don't shows any errors. I don't know wat to do, may be somebody will show me where is a problem :confused:

Config :

class CfgPatches
{
class PAL_inf
{
 units[] = {};
 weapons[] = {};
 requiredVersion = 1.0;
 requiredAddons[] = {"CACharacters_e", "CACharacters2", "CAWeapons"};
};
};

class CfgVehicleClasses{
	 class PAL_inf
	 {
	 displayName = "Motorized Infantry";
	 };
};


class CfgVehicles
{
class SoldierGB;
class CDF_Soldier;
class PAL_Soldier_base : CDF_Soldier {
 		faction = "Pal";
	vehicleClass = "PAL_inf";
	genericNames = "CzechMen";
	camouflage = 1.4;	
	sensitivity = 2;	
	minFireTime = 10;
	cost = 40000;

	class Wounds
 		{
	tex[] = {};
	mat[] = {"ca\characters2\Blufor\data\Soldier.RVmat","ca\characters2\Blufor\data\Soldier_W1.RVmat","ca\characters2\Blufor\data\Soldier_W2.RVmat","ca\characters2\Blufor\data\Soldier_Light.RVmat","ca\characters2\Blufor\data\Soldier_Light_W1.RVmat","ca\characters2\Blufor\data\Soldier_Light_W2.RVmat","ca\characters2\Blufor\data\Soldier_EQUIP_Light.RVmat","ca\characters2\Blufor\data\Soldier_Light_EQUIP_W2.RVmat","ca\characters2\Blufor\data\Soldier_Light_EQUIP_W1.RVmat","ca\characters2\Blufor\data\Soldier_GL.RVmat","ca\characters2\Blufor\data\Soldier_GL_W1.RVmat","ca\characters2\Blufor\data\Soldier_GL_W2.RVmat","ca\characters2\Blufor\data\Soldier_NCO.RVmat","ca\characters2\Blufor\data\Soldier_NCO_W1.RVmat","ca\characters2\Blufor\data\Soldier_NCO_W2.RVmat","ca\characters2\Blufor\data\Soldier_MG.RVmat","ca\characters2\Blufor\data\Soldier_MG_W1.RVmat","ca\characters2\Blufor\data\Soldier_MG_W2.RVmat","ca\characters2\Blufor\data\Soldier_AT.RVmat","ca\characters2\Blufor\data\Soldier_AT_W1.RVmat","ca\characters2\Blufor\data\soldier_at_w2.RVmat","ca\characters2\Blufor\data\Soldier_co.RVmat","ca\characters2\Blufor\data\Soldier_co_w1.RVmat","ca\characters2\Blufor\data\Soldier_CO_W2.RVmat","ca\characters2\Blufor\data\Soldier_CO_EQUIP.RVmat","ca\characters2\Blufor\data\Soldier_CO_EQUIP_W1.RVmat","ca\characters2\Blufor\data\Soldier_CO_EQUIP_W2.RVmat","ca\characters2\Blufor\data\Soldier_Pilot.RVmat","ca\characters2\Blufor\data\Soldier_Pilot_W1.RVmat","ca\characters2\Blufor\data\Soldier_Pilot_W2.RVmat","ca\characters2\Blufor\data\Soldier_Pilot_EQUIP.RVmat","ca\characters2\Blufor\data\Soldier_Pilot_EQUIP_W1.RVmat","ca\characters2\Blufor\data\Soldier_Pilot_EQUIP_W2.RVmat","ca\characters2\Blufor\data\Soldier_Guard.RVmat","ca\characters2\Blufor\data\Soldier_Guard_W1.RVmat","ca\characters2\Blufor\data\Soldier_Guard_W2.RVmat","ca\characters2\Blufor\data\Soldier_Crew.RVmat","ca\characters2\Blufor\data\Soldier_Crew_W1.RVmat","ca\characters2\Blufor\data\Soldier_Crew_W2.RVmat","ca\characters2\Blufor\data\Soldier_Crew_EQUIP.RVmat","ca\characters2\Blufor\data\Soldier_Crew_equip_w1.RVmat","ca\characters2\Blufor\data\Soldier_crew_equip_W2.RVmat","ca\characters2\Blufor\data\Soldier_Guard_EQUIP.RVmat","ca\characters2\Blufor\data\Soldier_Guard_EQUIP_W1.RVmat","ca\characters2\Blufor\data\Soldier_Guard_EQUIP_W2.RVmat"};
	};

};


class pal_inf_comotd : PAL_Soldier_base {
	scope = public;
	accuracy = 3.9;
	displayName = "Team leader";
	model = "\pal\infantry\Soldier";
               hiddenSelections[] = {"Camo"};
	hiddenSelectionsTextures[] = {"\pal\infantry\data\equip_co.paa", "\pal\infantry\data\helmets_co.paa", "\pal\infantry\data\soldier_co.paa"};
	faceType = "Man";
	glassesEnabled = 0;
	weapons[] = {"M16A2", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "Binocular", "M9"};
	magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "HandGrenade_West", "HandGrenade_West"};
	respawnWeapons[] = {"M16A2", "Throw", "Put", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "Binocular", "M9"};
	respawnMagazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "15Rnd_9x19_M9", "HandGrenade_West", "HandGrenade_West"};
	};



};

P.S. I know what I asking very stupid questions.

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model = "\pal\infantry\Soldier";

So you are have your own models?

If so, you have to make sure that your own models support hiddenSelections. If you are using BIS models, most BIS infantry models do NOT have hiddenSelections.

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Yup, either hiddenSelections like on the vehicles, or you will have to hex edit them with a text editor.

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I know it sounds kinda harsh but dont you think that the green you are using on the units is a bit to "comicy".

From my personal point of view it kind of defeats the purpose of a camo if you look like a bright green grassfrog in the first place, but thats just my neutral feeling.

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...or you will have to hex edit them with a text editor.

Hello good sir,

I believe this is actually against the EULA, and therefore not a possibility.

Abs

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Oh bugger me, I didn't know that had become illegal. Many thanks for informing me.

But if that is against the rules to hex edit now, wouldn't a large portion of the addons on armaholic technically be ... illegal?

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Guest

Yes, but it was decided to not go on a witch hunt with already released content, old content will be "accepted" (unless its updated/re-released, than you would have to do it the right way).

Since hex editing was publically stated against by BI hex editing is no longer allowed so since that moment any release where hex editing is involved is not allowed and needs to be reworked.

I hope I wrote that down correctly :)

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Oh bugger me, I didn't know that had become illegal. Many thanks for informing me.

But if that is against the rules to hex edit now, wouldn't a large portion of the addons on armaholic technically be ... illegal?

Not sure, as I don't go to armaholic often...but here is the relevant discussion in these forums: http://forums.bistudio.com/showthread.php?105256-Why-Licenses-Do-Matter/page22

Abs

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Much obliged gents, I'll peruse through that immediately.

Just out of curiosity, since hex editing is hench-forth an outlawed practice (pity, really, I was getting quite good at it), is there a legal way of retexturing BIS models that do not support hiddenSelections?

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Actually, I just kept reading WLD's posts in that thread, and he said that he got a response saying that it was fine as long as addon dependencies keep the model in the game it was intended for, so my best suggestion would be to get in touch with Dwarden, and see if what you're doing is alright.

Good luck!

Abs

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