Yeah but the only thing we learned from Doom 3 was Doom 3 Syndrome.<http://ucguides.savagehelp.com/Doom3/FAQ_Brightnesss.htm>
On Mon, Oct 5, 2009 at 9:26 PM, Ryan Sheffer <[email protected]> wrote: > It only looks bad if you stick with the Valve formula, make third person > models look like crap. You would have to redo the third person anims but if > you can pull it off, from the players view, things would look more fluid > and > realistic since the gun it moving like it should with the animation that is > currently running. Not just some fake hacky movements put in place for > every > movement animation. You can use LODs to scale quality, have a first person > LOD only the local player can see for themselves. You could even make > players first person animations different to fix some of the issues that > could arrise. > Im pretty sure valve are one of the only companies still using v models. > Might be wrong, but doom 3 even seemed to be using only world models. > > On Mon, Oct 5, 2009 at 9:06 PM, Matt Hoffman <[email protected] > >wrote: > > > I'd imagine it looks bad, would be harder to rig/setup things, you'd have > > to > > re-do the third-person animations, etc. > > > > On Mon, Oct 5, 2009 at 8:56 PM, Ryan Sheffer <[email protected]> > wrote: > > > > > Consider totally ridding the game of the view models and just > positioning > > > the camera where you can see the world model. Its 100% possible, but > will > > > take some time to pull off. > > > > > > On Mon, Oct 5, 2009 at 3:57 PM, Stephen Swires < > [email protected] > > > >wrote: > > > > > > > Having them as seperate models makes it even more of a pain > > > > > > > > On Mon, Oct 5, 2009 at 10:49 PM, Saul Rennison < > > [email protected] > > > > >wrote: > > > > > > > > > I want to save animating till later to be honest. And I'd prefer to > > > > > have all the attachments as seperate models and attach them when > need > > > > > be. I don't want players to be removing / attaching on the fly; a > bit > > > > > like CoD4 attachments. > > > > > > > > > > All I want is code / concepts of how I would spawn this model and > > > > > attach it to the local client's viewmodel (doing worldmodel later). > > > > > > > > > > FYI Viewmodels are bummers :( > > > > > > > > > > Thanks, > > > > > - Saul. > > > > > > > > > > On 5 Oct 2009, at 22:35, Ryan Sheffer <[email protected]> wrote: > > > > > > > > > > > Its best to just have the scope as a model group mentioned above. > > If > > > > > > you > > > > > > want the players hand to put the scope on, making the scopes > verts > > > > > > part of > > > > > > bone and parent that bone to the hand during the animation and > once > > > > > > attached > > > > > > unparent in the animation. Then just have the scope model group > > stay > > > > > > on > > > > > > until the player removed it again. > > > > > > > > > > > > If you dont want to do this, parenting new models to the player v > > > > > > model is > > > > > > going to be an annoying task, but its possible. Just need to keep > > in > > > > > > mind > > > > > > that it is hidden to all players cept the local. Maybe having the > > > > > > model > > > > > > entirely client side would be wise? But maybe too much work to > > setup. > > > > > > > > > > > > On Mon, Oct 5, 2009 at 2:14 PM, Stephen Swires < > > > > [email protected] > > > > > > >wrote: > > > > > > > > > > > >> You could try using bodygroups on the weapon and view model > > > > > >> > > > > > >> On Mon, Oct 5, 2009 at 10:11 PM, Saul Rennison < > > > > [email protected] > > > > > >>> wrote: > > > > > >> > > > > > >>> Hey hlcoders, > > > > > >>> > > > > > >>> I'm wondering how I'd go about adding normal static props (i.e. > a > > > > > >>> small > > > > > >>> scope) to an existing weapon. I've tried bone merging the > > > > > >>> viewmodel to a > > > > > >>> static prop I created to no avail, albeit I'm not sure I'm > doing > > it > > > > > >>> correctly. I'm basically requesting: > > > > > >>> > > > > > >>> - How would I go about spawning a prop/another viewmodel, and > > > > > >>> where I > > > > > >>> should do this in the code; > > > > > >>> - How would I attach this newly spawned prop to my viewmodel > > (it's > > > > > >>> currently a bone, v_weapon.Scope.Attachment) > > > > > >>> - Has anyone tried this before and are they willing to release > > > code > > > > > >>> [snippets]. > > > > > >>> > > > > > >>> > > > > > >>> Thanks so much in advance, > > > > > >>> - Saul. > > > > > >>> _______________________________________________ > > > > > >>> To unsubscribe, edit your list preferences, or view the list > > > > > >>> archives, > > > > > >>> please visit: > > > > > >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > >>> > > > > > >>> > > > > > >> > > > > > >> > > > > > >> -- > > > > > >> - Stephen Swires > > > > > >> _______________________________________________ > > > > > >> To unsubscribe, edit your list preferences, or view the list > > > > > >> archives, > > > > > >> please visit: > > > > > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > >> > > > > > >> > > > > > > > > > > > > > > > > > > -- > > > > > > ~Ryan ( skidz ) > > > > > > _______________________________________________ > > > > > > To unsubscribe, edit your list preferences, or view the list > > > > > > archives, please visit: > > > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > > > > > _______________________________________________ > > > > > To unsubscribe, edit your list preferences, or view the list > > archives, > > > > > please visit: > > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > > > > > > > > > > > -- > > > > - Stephen Swires > > > > _______________________________________________ > > > > To unsubscribe, edit your list preferences, or view the list > archives, > > > > please visit: > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > > > > > > -- > > > ~Ryan ( skidz ) > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list archives, > > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > -- > ~Ryan ( skidz ) > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

