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Imperial Heavy Repeater


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Posted

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.

Posted

@@eezstreet

 

cg_fovViewmodel works only for MD3 models. Would be great to have a FOV value in the json for each weapon. :D I really don't want to do what Raven did and just squish the actual model (look at the repeater viewmodel).

Posted

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
Posted

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
Posted

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

Posted

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
Posted

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
Posted (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 push

VM_FPULL - force pull

VM_FGRIP - force grip

VM_FGRIP_HOLD - force grip hold

VM_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 by DT85
Posted

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. :)

Posted

I will soon. :)

 

I went through and here's the others (yet to be made):

 

VM_FGRIP_THROW
VM_FHEAL_QUICK
VM_FHEAL_START
VM_FHEAL_STOP
VM_FLIGHTNING
VM_FLIGHTNING_START
VM_FLIGHTNING_HOLD
VM_FLIGHTNING_RELEASE
VM_2H_FLIGHTNING
VM_2H_FLIGHTNING_START
VM_2H_FLIGHTNING_HOLD
VM_2H_FLIGHTNING_RELEASE
VM_FDRAIN
VM_FDRAIN_START
VM_FDRAIN_HOLD
VM_FDRAIN_RELEASE
VM_FPROTECT
VM_FPROTECT_FAST
VM_FRAGE

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