Author Topic: weapon models  (Read 34234 times)

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Offline Bobboau

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were you able to get the wepon model rotation code working? is goober's rotation code still broken?
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Offline Bobboau

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here is the test model I was useing, it was working last I checked
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Offline Nuke

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your rotations, no, goobers yes. i might just not have my gatling weapon model set right though.
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Offline Bobboau

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it's not the whole model that is suposed to spin, just one or more submodels, the main 'hull' subobject will never move
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Offline Nuke

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hey it worked, i just had a : where it souldnt be. its the same model i included in the nukemod prerelease, so to get it to work just remove the : from the end of $gun_rotation: and uncoment the proper entries in the tables.

any way we can get a $shots per rotation: flag that would override firewate and get properly linked rotation/firing? right now it works like the gatling gun in rtcw.
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Offline Bobboau

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that may be doable, wish you'd have said this 24 hours ago when I had more than enough time to work on it.
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Offline Nuke

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id have tested it sooner but i was half asleep
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Are rotations still the only animation that can be done? I thought it would be cool to see guns recoil with every shot.

 

Offline Cobra

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well, if goober works long and hard, we will soon realize that that is possible :D ;)
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Offline Black Wolf

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Quote
Originally posted by Omniscaper
Are rotations still the only animation that can be done? I thought it would be cool to see guns recoil with every shot.


Why can't they? I mean, the earth looks flat - a really, really big rotation would look, to the casual eye, like an up/down motion, no?
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Offline Flaser

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Quote
Originally posted by Black Wolf


Why can't they? I mean, the earth looks flat - a really, really big rotation would look, to the casual eye, like an up/down motion, no?


Translating motion is already possible AFAIK.

However turret recoil wasn't coded since the coders don't want to touch that code even with a ten foot pole its so much of a mess.
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Offline Goober5000

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Turret recoil is probably possible given enough work.  However, we'd have to have a lot of features in place to make it work - the primary one being translating submodel motion.  I think Bobboau managed to get translation working, but it's in his own private codebase so we can't do anything with it.

 
How about Capship turrents? Could such an animation be put on them?

 

Offline Nuke

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if you want to see translations work, download nukemod, uncomment the animation lines in the table for pf chimera, and run in one of bobs builds. got to external and toggle through your secondary weapons, pay attention to the forward missile bay :D its kind of a rotation based translation, but you can do an acuurate one with two counter rotating objects. i wonder if bob's view weap support would work on turrets.
« Last Edit: February 27, 2005, 01:40:21 am by 766 »
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Offline Bobboau

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I do not have translation working, though it probly wouldn't be *that hard... well it'd need to update rendering, colision, and posably the matrix stack... hmmm, the more I think about it the more I'm inclined to sudgest people just use the hack fix that Nuke has pioneered.
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