Tempust85 Posted August 17, 2014 Author Posted August 17, 2014 Update: Matches the original position more closely. @@eezstreet possible to have FOV setting for the viewmodel in the json without changing the FOV of first person itself? Maksman and Grab like this
eezstreet Posted August 17, 2014 Posted August 17, 2014 cg_fov (something something) viewmodel or cg_fov (something something) viewmodel. I can't recall, I'm 100% certain there's a cvar for it though.
Tempust85 Posted August 17, 2014 Author Posted August 17, 2014 @@eezstreet cg_fovViewmodel works only for MD3 models. Would be great to have a FOV value in the json for each weapon. I really don't want to do what Raven did and just squish the actual model (look at the repeater viewmodel).
eezstreet Posted August 17, 2014 Posted August 17, 2014 Oh, I didn't realize that I hadn't fixed the GLM model with that cvar. Thanks for the heads up.note that differences in timescale cvar will alter FOV in SP. I will look at this stuff once I have time. I'm very very bogged down with RL issues at present Tempust85 likes this
Tempust85 Posted August 18, 2014 Author Posted August 18, 2014 Root Pose: VM_READY: Ingame: Sucks that all you can see is a thumb lol. swegmaster, Barricade24, z3filus and 8 others like this
eezstreet Posted August 18, 2014 Posted August 18, 2014 I think it needs to be moved up just a little (Z) but other than that, it's perfect. Glad to see you're figuring out the GLM viewmodel stuff easily. Grab likes this
Omicron Posted August 18, 2014 Posted August 18, 2014 I think it needs to be moved up just a little (Z) but other than that, it's perfect. Glad to see you're figuring out the GLM viewmodel stuff easily. nah, spraying from the hip is much more badass
Tempust85 Posted August 21, 2014 Author Posted August 21, 2014 https://dl.dropboxusercontent.com/u/16660487/JKA/test.avi Grab, DarthStiv, redsaurus and 1 other like this
Boothand Posted August 21, 2014 Posted August 21, 2014 Cool! It still kind of looks like it's tapering in the viewmodel, a bit more than what it should though?
Mandalorian Posted August 21, 2014 Posted August 21, 2014 I've been attempting a .md3 version of this.can't seem to get the positioning right. Cool stuff! Could you maybe write a tutorial on this?
Tempust85 Posted August 21, 2014 Author Posted August 21, 2014 That's recorded from Modview, it looks better ingame though. (just need that force push coded) @@Mandalorian The way MD3 is used in JKA, it cannot do complex animation. You have to rely on tag animation, rather than vertex animation. Mandalorian likes this
Mandalorian Posted August 21, 2014 Posted August 21, 2014 So this is a glm? Ive got a arm with the ee-3 in md3 format, for first person view. I'd love to figure out how to make it a .glm
Tempust85 Posted August 21, 2014 Author Posted August 21, 2014 I'll write a tutorial once I finish this gun, but it will only work in JK: Enhanced exe. Mandalorian likes this
Tempust85 Posted August 21, 2014 Author Posted August 21, 2014 Updated assimilate to be able to choose FACE_ & VM_ animations from the picker. Waiting for its approval. Mandalorian likes this
Mandalorian Posted August 21, 2014 Posted August 21, 2014 Thanks DT I'm sure this will be an amazing addition to jk;enhanced
AshuraDX Posted August 21, 2014 Posted August 21, 2014 please tell me that the final version will feature nicer arms looks great so far ! Grab and Tempust85 like this
eezstreet Posted August 21, 2014 Posted August 21, 2014 Hi, My internet is back on - just to clarify, the G2 viewmodel doesn't handle FOV correctly, yes? And Force powers need to be finished? (I never started on them) I will take a crack at it tonight and implement those fixes. Tempust85 likes this
Tempust85 Posted August 21, 2014 Author Posted August 21, 2014 (edited) G2 viewmodels aren't affected by cg_fovviewmodel, and I'd very much like a viewmodel FOV setting added to the json. Start off with these, I still need to finish the rest: VM_FPUSH - force pushVM_FPULL - force pullVM_FGRIP - force gripVM_FGRIP_HOLD - force grip holdVM_FGRIP_RELEASE - force grip release VM_READY needs to be hooked to the 1-framed gun holding animation. VM_IDLE needs to be hooked to the idle animation that plays after a while of standing still. I've also added tags to the hands for effects to be attached - *l_hand & *r_hand. Edited August 21, 2014 by DT85
eezstreet Posted August 21, 2014 Posted August 21, 2014 VM_READY and VM_IDLE should be hooked correctly already? Also you forgot about lightning
Tempust85 Posted August 21, 2014 Author Posted August 21, 2014 I haven't done lightning yet, I still need to do it and the rest. I edited my post just before you posted btw.
eezstreet Posted August 21, 2014 Posted August 21, 2014 Alright, cool. I'll get to work on this tonight. Do you have a download for me? EDIT: a new hand model wouldn't hurt either, but that can be redone at a later point.
Tempust85 Posted August 21, 2014 Author Posted August 21, 2014 I will soon. I went through and here's the others (yet to be made): VM_FGRIP_THROWVM_FHEAL_QUICKVM_FHEAL_STARTVM_FHEAL_STOPVM_FLIGHTNINGVM_FLIGHTNING_STARTVM_FLIGHTNING_HOLDVM_FLIGHTNING_RELEASEVM_2H_FLIGHTNINGVM_2H_FLIGHTNING_STARTVM_2H_FLIGHTNING_HOLDVM_2H_FLIGHTNING_RELEASEVM_FDRAINVM_FDRAIN_STARTVM_FDRAIN_HOLDVM_FDRAIN_RELEASEVM_FPROTECTVM_FPROTECT_FASTVM_FRAGE
eezstreet Posted August 21, 2014 Posted August 21, 2014 You missed Mind Trick. It has two anims - one for a group, one for a single target.
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