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> Iron Sights Test
AGENT
post Jun 10 2009, 03:48 AM
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i like the iron sights.... but any way to fix the weapon reload glitch where the crosshair is in the gun???


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Dubyah
post Jun 10 2009, 11:57 AM
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Tottel
post Jun 10 2009, 01:50 PM
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Strange... Is it me, or is every comment by AGENT followed by a comment by Dubyah? biggrin.gif
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analord
post Jun 10 2009, 02:47 PM
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22ndhogan
post Jun 10 2009, 03:31 PM
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Ill have a look at that animation if its still broke - but when i decompile all the envelope weights are screwed so eaither someone else can decompile and get some working .smd's or any save files? I use xsi. I added the little historically incorrect nub to sol's bess btw. uhm, prolly best to catch me on steam cause i dont really surf this forum. But if you pm me it will email me about it right?

anyways..

EDIT: thinking about it it might be that importing the smd's is what screws the weights, but i cbb to find out - anyways..

This post has been edited by 22ndhogan: Jun 10 2009, 03:32 PM
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gRanTeLbArT
post Jun 10 2009, 04:17 PM
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this is possibly because theres no (correctly) working decompiler for orangebox models (Episode 1 and earlier work fine though) . I can send you .smd files for all bg2 player models if you need them


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22ndhogan
post Jun 10 2009, 04:36 PM
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the player models i dont really need, the view models - but only if uhh, that probbo is still there. smd files arent good for animation, because rather than bones you have nulls controlling everything. save files for the win, but i doubt they were made in xsi, or if theyre still about.
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Nathan Hale
post Jun 10 2009, 05:39 PM
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QUOTE (AGENT @ Jun 9 2009, 11:48 PM) *
i like the iron sights.... but any way to fix the weapon reload glitch where the crosshair is in the gun???



We will probably need to modify the reload animation.

In the meantime you can remedy it in game by:

-swing bayonet once, it should be normal again after
-switch to melee weapon and then back, it should be normal after that



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gRanTeLbArT
post Jun 10 2009, 08:27 PM
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I'd have those as well, but if they really are no use for working in XSI I guess there isnt much you can do.


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Nathan Hale
post Jun 14 2009, 06:45 AM
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Here's a demo of the current ironsights mode. HP got a nice little peripheral fade going.

Excuse the HL crosshairs, they're still in for now, but will eventually be removed so you only are using the gun itself.

http://www.4shared.com/file/111715112/482f6c19/fadetest.html (Click download at the site).


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Seeker
post Jun 24 2009, 05:37 AM
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QUOTE (Nathan Hale @ Jun 13 2009, 11:45 PM) *
Here's a demo of the current ironsights mode. HP got a nice little peripheral fade going.

Excuse the HL crosshairs, they're still in for now, but will eventually be removed so you only are using the gun itself.

http://www.4shared.com/file/111715112/482f6c19/fadetest.html (Click download at the site).


freakin awesome. That little metal bead at the end of the barrel is the way to go imo

as far as movement speed, dropping it down to 1/2 speed when sights are up is about right since you will be very vulnerable to melee (1-2 seconds to scope in / out???). Just be sure to also reduce the pitch / yaw / roll by half as well to make the aim more steady. Finally after shooting it should automatically drop the iron sights (who would really stay scoped with an empty gun?).
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DivaBebopinYou
post Jun 26 2009, 08:12 PM
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Why not keep the speed and add the bobbing effect. So that when you move around while in ironsights your gun will not stay very still. Also, add it when you stand there too long you will begin to sway the gun.

What would be really cool is add the effect that AA3 has when you stand you have to hold spacebar to hold your breath and keep the gun still. I always wanted to know what that would be like with a musket. hehehehe. And you begin to have a blurry screen if you hold your breath too long.

Just some interesting ideas I might throw your way.

This post has been edited by DivaBebopinYou: Jun 26 2009, 08:13 PM


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