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 >> >> _______________________________________________ >> 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 > Kerry Dorsey Dorsey & Associates, Inc 55 Monument Circle Suite 1022 Indianapolis, IN 46204 (317) 803-2022 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

