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"Richard's First Person Weapon Mod" (FPWV) 2014


Burner

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  • 3 weeks later...
  • 3 weeks later...

first of all, i'd like to deeply thank you Richard for this true game changer. i gotta say, i KNEW this was coming, imagine, i had the full ghost recon installed on my computer for roughly 2 years without playing it, but knowing that one day someone would come with such a mod. It's a real immersion breaker to imagine you are an invisible crosshair moving around, u know? You're the guy man, and i have to say, your work is coming out better than i imagined... :))

i got some questions regarding the mod:

1. is it compatible with 'the sum of all fears'? It's exactly the same engine...

2. How feasible do you consider it to implement true 3d ironsights, provided we can put nice detailed wepons inside the game? I tihnk we would have to tweak some character animations to achieve that, and it could prove hard to do, i'd like to know what you think.

3. there could be a 'cheaper' solution: 2d texture ironsights. i'm the guy responsible for the raven shield 2.0 ironsights, so i could help in that department.

lemme know what you think, and a big THANK YOU agian. i haven't had this good fun for a long time!

peace

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  • 4 weeks later...

Update for "modern expanding reticle" for Blood Oil for use with Richard's FPWV.

Just make a back up of your "Equip" folder in C:\Ghost Recon\Mods\Blood Oil the replace it with the one in this mod...

Burners_Modern_Reticle_Blood_Oil_Mod download:
http://www.mediafire.com/download/c1n3oc5d6gjiybf/Burners_Modern_Reticle_Blood_Oil_Mod_equip.zip

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@ Jugulator01

i looked into 3d iron sights,

the original position of the camera is directly above the center point of the player model, but the animations of the soldier make him lean into his weapon a little, the result is a close up of the back of his head, i therefore had to move the camera forwards a bit so it would be just infront of his head. as a result, when u turn the camera with the mouse the model turns to look where the reticule is pointing independent of the camera, this makes the model rotate away from the camera in its new position, u see it as the weapon moving from side to side when u move the move left and right . if the camera were in its original position the model and the camera would line up no matter what u did.

there is a function that resets the camera and model so they line up when the camera angle is too great left or right also when u press "w" it resets them too, i played around with it and was able to reduce the effect significantly but its not 100% fixed, the weapon still moves a little when u move the mouse left or right.

also the weapon is off to the side because of the way the soldier holds it, when i move the camera offset to the left a bit it lines up, even when u turn left and right, but when u move the mouse up and down the soldier raises and lowers his weapon and the camera does not follow because of its new position,

still working on fixing that, but if or when i do, 3d iron sights could be a possiblity, the normal first person view could change to iron sights view on a trigger for zooming in, u could zoom in a little and have it up all the time or zoom out all the way and go back to normal FPWV

however i tried it with weapons from heroes unleashed and the scope of some of the weapons have textures inside the scope that make it impossible to see through them, u have to move the camera forwards to clip through it which clips through the gun too.

working on a trainer to show u what i mean

also if the sum of all fears has the same engine then i dont see why not, but the trainers for ghost recon will not work on SOAF cause they look for ghostrecon.exe not soaf.exe, i would have to install soaf and make a trainer from scratch for it.

Edited by RichardG
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@

RichardG

thx so much for the info Richard. I'll be here for the new iteration of your trainer, i appreciate it very much.

take your time, bro!

About the 3d ironsights, there are some weapons [blood-oil m4 with holo sight, for instance] which would be compatible. Look @ a gameplay video i posted here for an accidental view into the rifle's sight:

jump to 1:59 and you'll see it.

Problem is, each weapon would need to have its own settings because surely the eye position would have to be specific to the weapon. So, the trainer would need to be hard-coded into a mod, and it would have to come with its own weapon set.

The advantage of it is that, with the right coding work, it could be a mod clear of weapon conflicts with other mods, so in an ideal world, it would override all weapons options for any mod that you use [campains, conversions, etc]. It would just have to be on top on the priority list.

Seems HARD, man. But, with a developing team, it may be possible. What do you think?

edit:

btw, there's a mod out there that puts SOAF inside ghost recon, so the maps can be played. Only sad thing is that the campaing isn't ported by the mod.

Edited by juguLator01
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  • 3 weeks later...

Can I get the third person trainer?

Richard posted this earlier MrMoon

32 bit

 

FPWV

https://www.dropbox.com/s/6gftycyiyzlq63b/FPWV.exe?dl=0

 

TPWV (Third Person Weapon View)

https://www.dropbox.com/s/ibb3ge313ptfu7e/TPWV.exe?dl=0

 

64 bit

 

FPWV

https://www.dropbox.com/s/wcn2plf4hh7ejoi/FPWV_64bit.exe?dl=0

 

TPWV (Third Person Weapon View)

https://www.dropbox.com/s/eohjitxixb6t9jq/TPWV_64bit.exe?dl=0

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Just made this post to let everyone know that I'm not dead, i still intend to complete this mod as described in this thread, I'm just swamped with projects and assignments from school/University, but when i have time to have fun again I'll definitely continue working on this.

@Nineball

It's not a mod, its a trainer, run the game then alt-tab out of it and run the FPWV or TPWV exe and press [ or ] to turn it on or off, no installing required

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Just made this post to let everyone know that I'm not dead, i still intend to complete this mod as described in this thread, I'm just swamped with projects and assignments from school/University, but when i have time to have fun again I'll definitely continue working on this.

@Nineball

It's not a mod, its a trainer, run the game then alt-tab out of it and run the FPWV or TPWV exe and press [ or ] to turn it on or off, no installing required

Woops, I meant download. I'm trying to download it and I'm getting that error.

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Nineball the download link is working fine, a network error sounds more light an issue with your connection to the download site. Try again, I'll put a mirror download up if you are still having issues.

Tried again and I still got 'Failed - Network error' but other downloads on ghostrecon.net seem to work fine. Weird.

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  • 2 weeks later...
Ideally, usually a model for 1 person and 3 are two different models.
For 1 person hands completely static. Here we have just a camera is added to the model looks much like when watching the animation remains respectively.
A load of new data for 1 person without a code we do not think to do.
Either it is a very long time to rewrite the codes assambler the game.
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  • 4 weeks later...

<iframe width="561" height="341" src="https://www.youtube.com/embed/fo4UM_Yxy98" title="" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

Edited by Seo
test
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I tried to get infos within this thread without sucess, so im askin, is it possible to change cam position?

@RussiaGhost, how you endup with the camera position showed in the first pic of your last post? (TPV)

@RichardG: Played some GR lately, and i reaally enjoy this feature again..Tnks again:)

OFFTOPIC: Ive never been able to play GR or GRAW2 with a good field of view while i was using a triplehead2go.

Even with the ''widescreenfixer'' made by someone that Thales provided me at the time. (But was good on RvS, GTR2, BFBC2, ect)

I really wonder how this feature looks like on a triplescreen setup today. If someone is using a TH2G, please post a screenshot!

 

Edited by pagey
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russiaghost PMed me and i gave him my code and told him how to it worked, he then made the changes to get that effect, i don't know exactly what he changed cause he didn't show me his code.

i messed around with my fpwv trainer a bit.

with this trainer you can see more of the weapon but when you look down the head texture gets in the way somewhat and when you look up the gun gets in the way somewhat, but i think it looks more natural to see more of the gun.

if i could just get the head to disappear then things would be a lot better.

64 bit

grtrainer.exe

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