Tempust85 Posted February 12, 2014 Author Posted February 12, 2014 @@eezstreet - fixed EFX position offset- SkinFile added- shader with specular texture https://www.dropbox.com/s/q0f4xsua1is1ofx/zzz_GLM_viewmodel.pk3
eezstreet Posted February 12, 2014 Posted February 12, 2014 Should probably do animations next. Just simple ones which exist in base: firing and raising/lowering the weapon.
Tempust85 Posted February 12, 2014 Author Posted February 12, 2014 Was thinking of this sort of naming: VM_FIREVM_RAISEVM_LOWER and these others for later: VM_RELOADVM_MELEEVM_IDLE I'll get started on these tomorrow, won't take long as I've already set up the bones.
Tempust85 Posted February 12, 2014 Author Posted February 12, 2014 Yeah view model. I figured it would be less coding to use a generic set of names rather than weapon-specific names.
Tempust85 Posted February 13, 2014 Author Posted February 13, 2014 @@eezstreet: https://www.dropbox.com/s/q0f4xsua1is1ofx/zzz_GLM_viewmodel.pk3 Included VM_IDLE as well for the weapon's animation when not firing. Has an animation.cfg.
eezstreet Posted February 14, 2014 Posted February 14, 2014 Hi, just thinking out loud here: It might be a good idea to add these animations as well: VM_FORCELIGHTNING, VM_FORCELIGHTNINGLOOP, VM_FORCEGRIP, VM_FORCEGRIPLOOP, VM_FORCEPUSH, VM_FORCEPULL, thought about this a little when working on viewmodel animations. Archangel35757 likes this
Tempust85 Posted February 14, 2014 Author Posted February 14, 2014 Seeing as you'd be holding a weapon (except for sabers which would snap to 3rd person), only one hand would be free (left) to do the force stuff. I haven't as yet added any hands to the AK74. A tag called *l_hand to fire the effects from should work, or would that name conflict with the player model *l_hand?. Let me know when animations are working and I'll get to work on a prototype. Archangel35757 likes this
eezstreet Posted February 14, 2014 Posted February 14, 2014 *l_hand is fine, it won't conflict. EDIT: not sure if you saw last night's commit, I got the animation.cfg and GLA handled, the only issue now is getting it to display the anims correctly.
Archangel35757 Posted February 14, 2014 Posted February 14, 2014 In the 3D Apps shouldn't tags be properly named: bolt_<whatever> ??? Just asking.
eezstreet Posted February 14, 2014 Posted February 14, 2014 In the 3D Apps shouldn't tags be properly named: bolt_ ??? Just asking.No. Bolts can be applied to tags or bones, so naming tags bolt_ isn't very accurate. Also the Raven convention is * for GLM models, tag_ for MD3 models. EDIT: I think there's also some engine things which require the tags in GLMs to start with a '*'. I recall seeing some code which checks for if(tagName[0] == '*')
Archangel35757 Posted February 14, 2014 Posted February 14, 2014 No. Bolts can be applied to tags or bones, so naming tags bolt_ isn't very accurate. Also the Raven convention is * for GLM models, tag_ for MD3 models.EDIT: I think there's also some engine things which require the tags in GLMs to start with a '*'. I recall seeing some code which checks for if(tagName[0] == '*') No that's not quite right... the Skelton in 3ds max uses the prefix "bolt_" and carcass converts that to *
Tempust85 Posted February 14, 2014 Author Posted February 14, 2014 Bolt_flash gets renamed to *flash by carcass.
Tempust85 Posted February 14, 2014 Author Posted February 14, 2014 Well yeah lol, that was just the start of my sentence.
eezstreet Posted February 15, 2014 Posted February 15, 2014 @@DT85: The viewmodel animations are done. Some notes:- should probably raise anim speed of firing (some frames get clipped off)- the raising sequence needs either a faster anim or a few frames dropped off from the beginning (I had a few issues in general with this particular animation having too many frames) lowering works like a charm though Tempust85 likes this
Tempust85 Posted February 15, 2014 Author Posted February 15, 2014 Updated the AK74: https://www.dropbox.com/s/q0f4xsua1is1ofx/zzz_GLM_viewmodel.pk3 Changelog: - Removed ROOT animation, as it was giving errors in the console most likely due to it not being in the anim list. Isn't needed, so can be left out.- Fixed VM_RAISE to be 5 frames instead of 25 frames to match the MD3 & player model animations. I also verified that the child bones also animate, and it's not just the root bone. Great job @@eezstreet.
eezstreet Posted February 16, 2014 Posted February 16, 2014 If you're wondering why there's a slight bit of glitching - SP has a bug where the first person weapon switching animation is off by one frame, this is actually present in base if you pay close enough attention. I think the firing anim needs to have a higher anim rate imo, that would probably fix most of its issues. (also the ROOT animation isn't used by player models either ) What are your plans going forward? Perhaps you could discuss things with @@Silverfang.
Tempust85 Posted February 16, 2014 Author Posted February 16, 2014 Does VM_IDLE work in terms of being able to play a lengthy animation? Reload & melee would be more mod-specific though. EDIT: Just tested this out, and it seems to play with some random skipping every now and then. I suggest adding VM_READY (instead of idle as it is now) and VM_IDLE for fidgeting?
eezstreet Posted February 16, 2014 Posted February 16, 2014 Yep, I can do that. I believe fang wanted to use that sort of thing anyway. (for idle animation)
Tempust85 Posted February 16, 2014 Author Posted February 16, 2014 Updated the AK74: https://www.dropbox.com/s/q0f4xsua1is1ofx/zzz_GLM_viewmodel.pk3 Changelog: - Added VM_READY, a 2 frame animation to play when the weapon isn't firing (replaces the old VM_IDLE)- VM_IDLE is now a 200 frame animation- VM_LOWER is now 5 frames to match MD3 models VM_IDLE should play after a certain time of the player not firing or moving.
eezstreet Posted February 16, 2014 Posted February 16, 2014 @@DT85: VM_IDLE and VM_READY now work correctly. Might be worthwhile to start on hands and/or force power stuff Tempust85 likes this
Tempust85 Posted February 19, 2014 Author Posted February 19, 2014 Will this be available in OpenJK? Wouldn't mind being able to have Ghoul2 viewmodels for DF2.
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