Re: [hlcoders] Dynamic weapon attachments

2009-10-07 Thread Joshua Scarsbrook
Well is the achievement weapons in tf2 not a good example how, it does exactly what you want to do, it uses effects and works with only one model for both world and view. On 7/10/2009 7:30 p.m., Jorge Rodriguez wrote: > On Tue, Oct 6, 2009 at 1:18 AM, Minh wrote: > > >> Imagine trying to ma

Re: [hlcoders] Dynamic weapon attachments

2009-10-06 Thread Jorge Rodriguez
On Tue, Oct 6, 2009 at 1:18 AM, Minh wrote: > Imagine trying to make an > animation where the player switches the gun from one hand to another, or > he holds the gun from a different part of the gun at different part of > the animation. This sort of stuff is easy to do when the bones are all > an

Re: [hlcoders] Dynamic weapon attachments

2009-10-06 Thread Ryan Sheffer
eplace > >>> > >> the > >> > >>> arms based off the player model in use instead of having all the guns > >>> > >> with > >> > >>> models for each time the hands need to change. > >>> > &g

Re: [hlcoders] Dynamic weapon attachments

2009-10-06 Thread Minh
> models for each time the hands need to change. >>> >>> Chris >>> >>> -----Original Message- >>> From: hlcoders-boun...@list.valvesoftware.com >>> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Minh >>> Sent: Tuesday, O

Re: [hlcoders] Dynamic weapon attachments

2009-10-06 Thread Ryan Sheffer
t; models for each time the hands need to change. > > > > Chris > > > > -Original Message- > > From: hlcoders-boun...@list.valvesoftware.com > > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Minh > > Sent: Tuesday, October 06, 2009 1:1

Re: [hlcoders] Dynamic weapon attachments

2009-10-06 Thread Matt Hoffman
t.valvesoftware.com] On Behalf Of Minh > Sent: Tuesday, October 06, 2009 1:19 AM > To: Discussion of Half-Life Programming > Subject: Re: [hlcoders] Dynamic weapon attachments > > Lots of games still use view models. CoD4, Gears of War, Medal of Honour > Airborne., Battlefield se

Re: [hlcoders] Dynamic weapon attachments

2009-10-06 Thread Christopher Harris
: Discussion of Half-Life Programming Subject: Re: [hlcoders] Dynamic weapon attachments Lots of games still use view models. CoD4, Gears of War, Medal of Honour Airborne., Battlefield series, FarCry2, etc.. The only game that I recall that doesn't use view models is OP Flashpoint. The hug

Re: [hlcoders] Dynamic weapon attachments

2009-10-05 Thread Minh
Lots of games still use view models. CoD4, Gears of War, Medal of Honour Airborne., Battlefield series, FarCry2, etc.. The only game that I recall that doesn't use view models is OP Flashpoint. The huge advantage of using view models is that it allows the animator total freedom to use whatever bo

Re: [hlcoders] Dynamic weapon attachments

2009-10-05 Thread Matt Hoffman
Yeah but the only thing we learned from Doom 3 was Doom 3 Syndrome. On Mon, Oct 5, 2009 at 9:26 PM, Ryan Sheffer wrote: > It only looks bad if you stick with the Valve formula, make third person > models look like crap. You would have to

Re: [hlcoders] Dynamic weapon attachments

2009-10-05 Thread Ryan Sheffer
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

Re: [hlcoders] Dynamic weapon attachments

2009-10-05 Thread Matt Hoffman
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 wrote: > Consider totally ridding the game of the view models and just positioning > the camera where you can see the world model. Its

Re: [hlcoders] Dynamic weapon attachments

2009-10-05 Thread Ryan Sheffer
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 wrote: > Having them as seperate models makes it even more of a pain > > O

Re: [hlcoders] Dynamic weapon attachments

2009-10-05 Thread Stephen Swires
Having them as seperate models makes it even more of a pain On Mon, Oct 5, 2009 at 10:49 PM, Saul Rennison 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

Re: [hlcoders] Dynamic weapon attachments

2009-10-05 Thread Saul Rennison
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

Re: [hlcoders] Dynamic weapon attachments

2009-10-05 Thread Ryan Sheffer
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 un

Re: [hlcoders] Dynamic weapon attachments

2009-10-05 Thread Matt Hoffman
Can you modify the weapons? Why not add a bodygroup for the scope? On Mon, Oct 5, 2009 at 2:11 PM, Saul Rennison 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 p

Re: [hlcoders] Dynamic weapon attachments

2009-10-05 Thread Stephen Swires
You could try using bodygroups on the weapon and view model On Mon, Oct 5, 2009 at 10:11 PM, Saul Rennison 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

[hlcoders] Dynamic weapon attachments

2009-10-05 Thread Saul Rennison
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 spawnin