Update of the EO-Tech sight...smaller and the edges of the alpha channel edited.

Mafia, I didn't do anything to your textures and they look just like you made them.
What they look like in the editor, so don't be fooled by the previous images and my less than great ingame graphics settings



One note, however...the game doesn't use .jpegs as texture sheets.
I resaved them as .dds, DXT5 w/ mipmaps which is typically used for things that use an Alpha channel and bump/normal map.
Whoever re-saved them recently also forgot to give a proper Alpha channel.
They were pure white, which made the weapon super shiny!!!
Enemy could see this weapon gleaming from 1k meters away on a sunny day
I just cloned the blue channel of all the color textures and it toned it down quite abit.
Also, not a big deal, but typical the naming of a color sheet would have _c added before the format extension (eg Main_Body_c.dds) and normal/bump map sheets usually have _b.
If you knew all this or it wasn't you, then i apologize.
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Lets talk about the updated ACOG...Not going to work as is.
Basically, I'm not going to rescale and refit the updated version as I already have PR's version set in place.

If you would still like to re-uvmap and texture PR's, then use the .max file that i provided below.
These are the 1st and 3rd person meshes of PR's ACOG set to scale and position to where i want them.
// snip Z
When you send me back the .max file they should be perfectly aligned when I 'merge' them.
Also note the in the materials editor the the ID number for the meshes should be 16 and 17.
17 is that red line thing so if you combine the ACOG into 1, make it all ID 16.
EDIT - need to make you an R-CON so i can talk to you on that forum!






