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:
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> > > > >
> > > > >
> > > >
> > > >
> > > > --
> > > > - 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:
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>
>
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