On 09/07/2010 10:34 PM, WRNM wrote:
Guys I'm sorry I know it's not the right place to ask, but since I didn't found anything helpful on Google so I'm asking it here. So does anybody know if the ironsights in COD series, especially in COD4, COD5 and COD MW2 were code based (like Jorg or Z33y's iron sight codes), or, animation based? Just for curiosity, since I thought that MW2 had so many attachments and it seems impossible to make all the animations for all combinations. Thanks, Richard
I don't have COD4 installed to check, but ISTR it was code-based - just really fancy and refined and properly blended. That said, I'm pretty sure the new-gen CODs (the ones you listed, not the ones on the hacked-up Tech 3 engine) use filler animations for these states, much like Stalker does (in all versions after irons were added, including the betas). This is so that you don't have to do silly hacks just to stabilize the aim, and can implement the recoil code-side rather than through canned animations, which are really frustrating to work with when you're trying to balance things. Especially on Source, where the pipeline is harder to work with than most (Stalker's is worse in some areas, better in others - be glad studiomdl is actually *stable*, and only crashes in well-documented ways, unlike Stalker's .object/.ogf import methods).
If you want to implement irons properly, use z33ky's code, and create new activities for idle and fire aiming positions on your viewmodels. Idle should be a single frame, and make sure your animator tests their fire anims with irons. (If they've done aimables, they can do this.) Also remember to implement rendertarget scopes - as much as I love Stalker, I wish they'd bothered with implementing proper rendertarget support instead of half-assing it with 2D overlays. rendertarget with irons looks so much better, and done right, looks very professional. (It's how Crysis does it, if you want a game example that's not COD.)
--michi _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

