Brettzies Posted September 18, 2006 Author Share Posted September 18, 2006 Minor update: Adjusted the scale a bit. It looked a little small. This is also using 3 GRAW attachments and the scarL mag. Scope and silencer aren't lined up quite right, but the foregrip isn't bad. This is still a low res model. Just trying to get it all ready before I really get into it. Probably get the ironsight/handle in next. Quote Link to comment Share on other sites More sharing options...
Brettzies Posted September 18, 2006 Author Share Posted September 18, 2006 Few more pics. Got the ironSight lined up, but it's also tied to the scope_align, so I'll have to readjust it depeding on which aimpoint I go with, mine or the built in one. I'm kind of worried about zoomed in view. Looking at the last pic, you can tell the camera is not lined up right. Is there a way to control that? Quote Link to comment Share on other sites More sharing options...
Wille Posted September 18, 2006 Share Posted September 18, 2006 great to see that you have made progress! the sample 3dsmax files were any help at all? Quote Link to comment Share on other sites More sharing options...
Lipoff Posted September 18, 2006 Share Posted September 18, 2006 i know the suppressor isnt correctly alligned somewhat, but shouldnt it be roughly where the threads are (where the flash hider is) rather than far back at the front sights? Quote Link to comment Share on other sites More sharing options...
unwritt3n Posted September 18, 2006 Share Posted September 18, 2006 I like what i see. Are there going to be custom sounds with that gun? Can we expect Desmond22 quality sound? Quote Link to comment Share on other sites More sharing options...
NoQuarter Posted September 18, 2006 Share Posted September 18, 2006 Really glad to see the progress you have made! Quote Link to comment Share on other sites More sharing options...
Redstarsov Posted September 18, 2006 Share Posted September 18, 2006 (edited) Looks really nice cant wait till its done Edited September 18, 2006 by Redstarsov Quote Link to comment Share on other sites More sharing options...
Brettzies Posted September 18, 2006 Author Share Posted September 18, 2006 i know the suppressor isnt correctly alligned somewhat, but shouldnt it be roughly where the threads are (where the flash hider is) rather than far back at the front sights? I didn't even attempt to line it up correctly, it's taken from the scarL ref file. It's just a matter of moving the null into the proper spot. Quote Link to comment Share on other sites More sharing options...
zwitherow Posted September 18, 2006 Share Posted September 18, 2006 i know the suppressor isnt correctly alligned somewhat, but shouldnt it be roughly where the threads are (where the flash hider is) rather than far back at the front sights? they make suppressors that thread onto the barrel as well as suppressors that slide over the flash hider and attach quickly, if you look closely at the SCAR-L/H you can see that the suppressor is actually covering a portion of the barrel. Quote Link to comment Share on other sites More sharing options...
Brettzies Posted September 18, 2006 Author Share Posted September 18, 2006 (edited) great to see that you have made progress! the sample 3dsmax files were any help at all? Yes. Those are extremely useful. Thanks for adding them in the latest patch! I was wondering about some things and have not gotten far enought to test yet. The ironsight.diesel file has a "center" dummy. Does this do anything specific, like perhaps tell the camera where to position itself when you are zoomed in aiming? If so, great thinking, means any custom ironsight or scope can be lined up correctly. If not, then how the heck do you control that? You can see in one of the pics above, the camera is not looking directly down the sights(even though it's a low res model, its dimensions are the same). Edited September 18, 2006 by Brettzies Quote Link to comment Share on other sites More sharing options...
underfire Posted September 19, 2006 Share Posted September 19, 2006 Oh man, looking nice! I can't wait for the finalized product! (If you managed to get the EOTECH sight on there, I'd praise you FOREVER!) Now if someone modded in a HK 21E, and an M1A SOCOM... oh man, heaven. The silenced Ruger .22 ala [GR] IDF mod would be beautiful too. Quote Link to comment Share on other sites More sharing options...
EricJ Posted September 19, 2006 Share Posted September 19, 2006 I think it's different animations. The EOTech, ironsights have different "heights" I would think. Maybe the "center" dummy refers to the center of the screen, so the "tip" of the front sight post. Note, while it's low res, you may want to scale down the front sight post, that's waaaaaaaay to big. Quote Link to comment Share on other sites More sharing options...
Wille Posted September 19, 2006 Share Posted September 19, 2006 the center dummy is the rotation dummy for the selection screen the zoom in is all in animation Quote Link to comment Share on other sites More sharing options...
sui317 Posted September 19, 2006 Share Posted September 19, 2006 can't wait to fire it what cal. are you going to use ? or are you going to use multiple calibers ? (different versions .223 7.62 mm 6.8 mm ?? ) Quote Link to comment Share on other sites More sharing options...
Brettzies Posted September 19, 2006 Author Share Posted September 19, 2006 (edited) the zoom in is all in animation Bummer. I was hoping it would be simple. If there's no way to control that, then this might not even be worth doing. Is it a head rotation combined with hand positions? Is there an easy way position it, or does it require lining up the character's "eye/camera" with the actual weapon and exporting some kind of diesel file for the character? How do you even test to see if it's lined up? I only glanced at the character files from the latest patch, do they have these animations in them that can be added to or altered? Hmm. I was afraid this might be a roadblock since aiming is kind of a big part of the game. P.S. I realize all the GRiN contributors do not have to give up this informaiton or even be here, so while I may sound frustrated at times, I do appreciate the support they are lending to all of us. I only have small pockets of time to actually mess with things and try to ask questions when I can't be figuring it all out. So thanks for all the help! Edited September 19, 2006 by Brettzies Quote Link to comment Share on other sites More sharing options...
Brettzies Posted September 20, 2006 Author Share Posted September 20, 2006 (edited) <removed image, just a maya screenshot> Well, getting all this to line up correctly could be a huge endeavor, just to be looking down the sights or scope correctly. Ideally, you'd do each animation from scratch to have ultimate control over the way the weapon is held, reloaded, etc. Using the scar as a template will get you 90% there, but the last 10% is pretty important, unless you don't care about aiming properly. So which camera_align is used for actual aiming? What actually gets exported to the diesel files? Is it the entire character every time, or just the joints and nulls? Are the upper body anims just from the Spine up? Edited September 25, 2006 by Brettzies Quote Link to comment Share on other sites More sharing options...
Sonsalt Posted September 20, 2006 Share Posted September 20, 2006 While you are able to add new camera points, you might be able to set the Aimpoint for the SAW and the scopes for the other weapons Quote Link to comment Share on other sites More sharing options...
Brettzies Posted September 20, 2006 Author Share Posted September 20, 2006 While you are able to add new camera points, you might be able to set the Aimpoint for the SAW and the scopes for the other weapons It's not that simple at all. There are only two camera points from what I can tell, and to actual line up any aiming, you have to move the character as if he were really looking down the sights. Then save out a new diesel file for that animation, without any examples, it's pretty much guessing in the dark. Might work to try some things, might not, but it's a very tedious process to go through. I'm not sure what the anim diesel files contain, just joint data for specific parts, or the entire skeleton, or the entire character file. Not sure what the camera_aligns are for either, it seems self explanatory, but they could be passing the camera from one to the other depending on if you're zoomed in or not. Quote Link to comment Share on other sites More sharing options...
pz3 Posted September 23, 2006 Share Posted September 23, 2006 sounds like your over complicating yourself... its probly a much easier process then you realise. Just confusing yourself. Take it a little slower should be easy to figure out. Quote Link to comment Share on other sites More sharing options...
Brettzies Posted September 23, 2006 Author Share Posted September 23, 2006 sounds like your over complicating yourself... its probly a much easier process then you realise. Just confusing yourself. Take it a little slower should be easy to figure out. You could be right. I really don't mind working with the characters if that's how it's done, but I have to at least know where it's going. If you look in the anims folders you can see there are files for every maneuvor and seeing how everything they do in first person is also in third person, leads me to believe that's how it's done. The way they've designed this game is very "real world," like. They don't seem to cheat on anything, like using just an arms rig for the first person weapon view, or chopping out the areas you don't see for optimizing. I would like to know what the procedure is, but I'm not going to worry about that part for now. Quote Link to comment Share on other sites More sharing options...
Brettzies Posted September 24, 2006 Author Share Posted September 24, 2006 Started working on lod_a. It's not hard to line the attachments up, but as you can see, the aiming doesn't work. Right now I'm just using a solid grey image map to focus on the meshes and such. Not sure why some parts are bright? Does that have to do with th uv's overlapping or something for the lightmap. I didn't even designate one, are you suppose to do that? Quote Link to comment Share on other sites More sharing options...
spotH3D Posted September 25, 2006 Share Posted September 25, 2006 lol, looks like you are getting closer dude! Good luck Quote Link to comment Share on other sites More sharing options...
rookie Posted September 25, 2006 Share Posted September 25, 2006 I'm sorry but I can't help it, I just have to say that the text on the screens are so hillarious. Oh boy, made my day...I can't stop laughing. And to stay on topic...hell, I can't wait to see that m4 working in my game. I just hope, you keep on trying. Quote Link to comment Share on other sites More sharing options...
unwritt3n Posted September 25, 2006 Share Posted September 25, 2006 (edited) Brettzies, just wanna say this looks awesome! Also, I just wanna ask if you have made your own sounds for the M4? Should ask desmond22 to make a M4 sound for u, lol. Edited September 25, 2006 by unwritt3n Quote Link to comment Share on other sites More sharing options...
philkilla Posted September 26, 2006 Share Posted September 26, 2006 (edited) that looks so awesome. to bad there isn't a trick to make it auto-configure itself or something...that would be cool. Maybe at least now though, someone can center the aimpoint on the SAW....that would be nice. Edited September 26, 2006 by philkilla Quote Link to comment Share on other sites More sharing options...
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