Thanks Michi! That helps a lot!

> Date: Wed, 8 Sep 2010 00:10:41 -0400
> From: [email protected]
> To: [email protected]
> Subject: Re: [hlcoders] How does iron sights in COD work?
> 
> 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
> 
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