Tempust85 Posted August 21, 2014 Author Posted August 21, 2014 VM_FRESISTPUSH - resist pushVM_FMINDTRICK1VM_FMINDTRICK2 eezstreet likes this
eezstreet Posted August 21, 2014 Posted August 21, 2014 Yup, that should do. Let me know if you want anything else mapped, like use animation or something.
Tempust85 Posted August 21, 2014 Author Posted August 21, 2014 VM_IDLE seems to be tied to the 1-framed gun holding animation, and VM_READY just isn't recognised. They are both 1-framed animations for now so you won't see a change when you fix it.
eezstreet Posted August 21, 2014 Posted August 21, 2014 Hi, I have pushed a commit which fixes the G2 viewmodels to act consistent with MD3 models in regards to how the FOV works. I also have some preliminary stuff for force powers done (Force Push and Pull work)WARNING: Leaving out anims in the animations.cfg may lead to a crash! (specifically when it tries to run those anims)
Tempust85 Posted August 21, 2014 Author Posted August 21, 2014 Ok cool. Bah: VM_FABSORBVM_FABSORB_STARTVM_FABSORB_END
eezstreet Posted August 21, 2014 Posted August 21, 2014 Give me a link when you've got more animations in. Here's a screenshot of progress so far: I think the hand and weapon might be raised too much. I was thinking something more akin to Bioshock 2: EDIT: and if you could go ahead and put that idle animation in, i can test it and see what's going on. My most recent merge with `master` might be why that's broken Tempust85, Maksman, redsaurus and 1 other like this
Tempust85 Posted August 22, 2014 Author Posted August 22, 2014 Yeah, I also need to slow the animations down a bit. A lot easier now I can see how it is in-game, thanks eez. eezstreet likes this
Tempust85 Posted August 22, 2014 Author Posted August 22, 2014 Push: Pull: Barricade24, Omicron, therfiles and 8 others like this
eezstreet Posted August 22, 2014 Posted August 22, 2014 I still think that the push hand is too high and the pull hand is too close to the screen. But it looks good! How seamless do the animations play with firing etc?There's something screwed up with the rendering of FX (including the muzzle effect but I think you already knew that) so I think that needs to be looked into before I can do the lightning/grip/whatever effects in first person. Tempust85 likes this
Tempust85 Posted August 22, 2014 Author Posted August 22, 2014 Having an issue with grip not playing properly. I've sent you a PM eez.
eezstreet Posted August 22, 2014 Posted August 22, 2014 I'll take a look at it tomorrow. Tempust85 likes this
Archangel35757 Posted August 22, 2014 Posted August 22, 2014 Push: Pull: On my cell, I can't make out shit from your screenshots... will check this evening on my PC. How about making these screenshots in a well-lit "first-map" demo map?
eezstreet Posted August 22, 2014 Posted August 22, 2014 Here's a better picture Maksman, Stoiss and Boothand like this
Archangel35757 Posted August 22, 2014 Posted August 22, 2014 What is the 1st-person camera FOV? And does the camera position match the player's centered-eye position?
eezstreet Posted August 23, 2014 Posted August 23, 2014 My setup: FOV 100 / Viewmodel FOV 80 afaik Not sure what you mean by that other stuff
Archangel35757 Posted August 23, 2014 Posted August 23, 2014 My setup: FOV 100 / Viewmodel FOV 80 afaikNot sure what you mean by that other stuff In real-life 1st-Person we see things with a FOV of 50mm... if I recall-- you should give 50 a try to see what it looks like. The other thing is the View Model origin... the View Model has a camera origin, correct? If it does (as I believe it should) where is this 1st-Person View Model Camera origin set? In my opinion the View Model camera origin should be located centered between the eyes and locked to track the Head bone transforms.
eezstreet Posted August 23, 2014 Posted August 23, 2014 Turn cg_fov to 50 and see if it's anything playable.
Tempust85 Posted August 23, 2014 Author Posted August 23, 2014 cg_fovviewmodel 70 looks nice to me with the new repeater. @@eezstreet I've tweaked the effects to play at 0,0,0 origin for the new repeater. I've updated the PK3 - now is assigned to replace the old repeater, added effects fixing. Same link as always in your current PM's.
Grab Posted August 23, 2014 Posted August 23, 2014 Almost all multiplayer players play with 100(97) cg_fov or higher(mods). I play 130. Could take picture with that fov?
Tempust85 Posted August 23, 2014 Author Posted August 23, 2014 You guys are nuts, that just makes things look hella weird. AshuraDX and eezstreet like this
eezstreet Posted August 24, 2014 Posted August 24, 2014 Yup, looks like shifting the muzzle effect did the trick. Nice job. I also added something nifty: Now go forth and make me some more animations. DarthStiv, Maksman and Tempust85 like this
Tempust85 Posted August 24, 2014 Author Posted August 24, 2014 Roger. @@eezstreet: (1) Is there a way to reduce how long the force power effect is played on the hand(s)? (2) I've noticed sometimes after a level load (next area) that the force power meter on the HUD stops functioning and flickers. (3) Also, the viewmodel likes to disappear after grip is played. Was doing this before your grip fix as well.
eezstreet Posted August 24, 2014 Posted August 24, 2014 (1) I could decrease the time. I just need a precise idea of how long to do the cutoff (I'm thinking I could try 500ms)(2) Yup, confirmed bug. No idea what causes it yet.(3) "Grip fix"? Also, as I said above, make sure you have an animation for Force Lightning being released. Tempust85 likes this
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