Some of the most proficient talent on this topic wrote the Heat of Battle TC
for COD4, etc. Check out www.heatofbattle.net and drop BB1 a line. Tell 'em
Boogieman sent you.

--Kerry


On 9/8/10 9:13 AM, "KnightmareRichard" <[email protected]> wrote:

> 
> 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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>  
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Kerry Dorsey
Dorsey & Associates, Inc
55 Monument Circle
Suite 1022
Indianapolis, IN 46204
(317) 803-2022



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