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gandalf the white

maybe this makes 3D sights possible?

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It is possible to make an anim play when a key is pressed, yes?

It is possible to change textures or let new ones appear with hiddenselections / setobjecttexture, yes?

What if the V key made an anim play that lets the player see trough the ironsights? (better make it VERY detailed then) and halfway change a texture / make a texture appear over the "back end" of the ironsight so it looks blurred? wouln't it be possible to have 3D ironsights then? what so many people wanted? rock.gif

Nephilim / Manticore showed to me that the anims would be possible, so... just thinking smile_o.gif .

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i don't know exactly how you meant that. but setobjtex works only on "objects" and a weapon is not an "object" in ofp... sad_o.gif

i already tried to use setobjtex on weapons to simulate different magazine sizes/models, but this does only work when you config the weapon as static object (like the m2).

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I would think the biggest problem with this idea is you would need to have separate animations for every weapon since the design of the sights on every weapon would be sightly different.

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Hiddenselections is possible AFAIK ( Mapfact's XM-8 addon expells magazines when they are empty)

yes, but that's a createVehicle'd object and has nothing to do with hidden selections on weapons wink_o.giftounge_o.gif

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i thought 3d sights was possible any way....... but the general agrivation of doing it was too much? however if not. then i dont see why it cant be done?

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@gandalf: for what do you need the hidden selection? rock.gif wouldn't a decent anim be enough?

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@ Raedor 1st post

XM2.jpg

<30 bullets later>

XM1.jpg

wink_o.gif

@ Raedor's second post:

the hiddenselections is to put something with a blurred texture in front of the "back part" of an ironsight, to make it look blurred.

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Yea, i cant really explain it tounge_o.gif

When you press V and the anim plays a blurred version of the rear part of the sights (with the M4 it's the round bit for example)

So is that possible? wink_o.gif people like HYK etc could decide for themselves wether they want to make the effort or not, but i might just "showed the way" (me, being someone who only makes models when you put a gun to my head somehow doubts that)

Anyhow, if it's possible it would be kewl if someone made some anims that people could slightly edit themselves...

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you mean like in MO:Pacific Assault, when you press sights button the rifle get´s moved up in front of the players face ??

if it´s that i´d have to ask: for what would ofp need such a feature ? ... i cant even watch my own sneaking animations (walk around with sights) without the use of camscripts - so the benefit of having an anim bring up your sights would equal nothing, imho

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Modifying an aiming animation to obtain an imitation of a 3D ironsight is possible

If you are talking about something like this (i spent a lot of time for something that is so simple)

1sghfhcv3ra.jpg

But , there you run into several problems.

-The aiming animation must be done by gun, as using a different gun with that animation will end in a no-ironsight situation :

the above screenshot was made using the MAP AKS74U and the screenshot use the M16A4 from the same pack with the same aiming animation. I am not sure it is possible to have one anim corresponding to one gun.

Plus the possible disappearance of several polygon too close to your view.

2sghfnffbgc5tr.jpg

-You have to place the gun in a position for your "ironsight"-like animation that will create some anatomy problem, illustrated by this MAP spetznaz using the AKS74SU and the "ironsight"-like animation in the following screenshot.

3strheqthz4sk.jpg

-The impact is not exactly where you think it will be (in the first screenshot, it is +/- 3 cm above the sight itself).

Of course, one would think moving the gun a bit higher in the animation file would solve it, but in fact no, because the sight will be hidden by other part of the gun.

In fact to have a real functionnal ironsight , one must create his 3D gun model with enough polygon in the pilot view LOD while making the ironsight aiming animation himself to have it in harmony with where he has placed the sight polygons (so tons of extra work).

Well, i would love to use real 3D ironsight, but with the problem that will popup , i think the best compromize actually are Earl ironsights .

But if you want to try this animation (made with the AKS74U from MAP as a test) to "enhance" it more to your liking , you can download it

from there (using the 30 day hosting website in Placebo signature)

(it replaces the stand "combat" aiming in the Anim.pbo)

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@ Raedor 1st post

http://img.photobucket.com/albums/v297/15179/XM2.jpg

<30 bullets later>

http://img.photobucket.com/albums/v297/15179/XM1.jpg

wink_o.gif

@ Raedor's second post:

the hiddenselections is to put something with a blurred texture in front of the "back part" of an ironsight, to make it look blurred.

Model special in the config. Basicly when the weapon is selected, the modelspecial model is visible, when unselected (this happens when you run outta ammo), it changes into a whole different model. Hidden selections on weapons is not possible and even the modelspecial doesn't work well because it is defined in the magazine class so whatever gun uses the magazine will use the modelspecial model. Not good for things like JAM or even M16s cause then you could not have M203 variants.

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So how do you make an animation play when a key is pressed?

Er, sorry for the double post. It IS possible to execute scripts with the "V" button. We used it on the dropship for USCM, but Im not sure if manticore wants to release her script.

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I think that if nothing else Sanctuary's sights but 2d-ized would look pretty darn good. I think 3D sights are a little bit too much of a hassle.

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I'm all for it. If the position of the sights was standardized on weapon models and the play in the mouse removed it would be a lot of fun to use.

If someone would tell me how to execute a script via a button I could get to work on it.

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I remember General Barron discussed about adding new animations (leaning, etc...) in this thread

Maybe contacting him should be interesting for that kind of script as he seemed to knew the way.

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I dont see why it shouldnt work as the sight is just a p3d model so there should really be any problem replacing it with modeled iron sites

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If we had real 3d ironsights we got use nvidia stereo drivers with ofp and even hit something tounge_o.gif

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i think ill try mucking about with this when i get home see what happens smile_o.gif

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I tried making actual 3d iron sights but they turned out incredibly pixelated for some reason.

I think General Barron was thinking of replacing existing animations, like the rotate left, rotate right ones. I would prefer not to do that.

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Modifying an aiming animation to obtain an imitation of a 3D ironsight is possible, but you run into several problems.

Thanks for the research! biggrin_o.gif

RHS made a "pretty detailed" AK i believe, perhaps you can use it as a test rabbit?

-The impact is not exactly where you think it will be (in the first screenshot, it is +/- 3 cm above the sight itself).

"We" could do a shout for big addonmakers to make the ironsights compatible for those who wants to edit that animation? Or create "3D sight guns" that anim replacement mods might use? or atleast have the creators of guns mention in the readme if they want to open their gun open to "3D sights editing" ?

-the possible disappearance of several polygon too close to your view.

It cannot be helped... sad_o.gif I guess people will have to set priorities if they want 3D ironsights, we're just human after all tounge_o.gif

-You have to place the gun in a position for your "ironsight"-like animation that will create some anatomy problem.

if the anims cannot be made more realistic i guess it's the "It cannot be helped" answer again. If mods like E.ECP start to use units frmo the UAP mod maybe new animations can be made?

-The aiming animation must be done by gun, as using a different gun with that animation will end in a no-ironsight situation.

just BIS weapons? and mods like FDF , VME, any people like HYK can decide wether they modify it for their weapons?

So the big question has arisen: are custom animations for diffrent guns possible? let's ask someone who actually made some: Marcel Pleyster!

PIAT_Ingame_2s.jpg = his work , i'm going to hunt the guy and ask for an answer (if it's not given at that time)

if you want to try this animation (made with the AKS74U from MAP as a test) to "enhance" it more to your liking , you can download it

from there (using the 30 day hosting website in Placebo signature)

(it replaces the stand "combat" aiming in the Anim.pbo)

thanks! smile_o.gif

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you can't do it

1. you can't execute a script when player press a key

and even if it was possible

2. you can't know if you are lying, crouching etc, and you can't know what was the last animation played

and even if it was possible

3. you can't move the gun with this kind of animations => there's no animation in the config.bin for aiming (standing)

and there's no hidden selection on weapons, it's only a remove/addweapon with two p3d on the xm8

for i44 which change the anims for some weapons, it's wrong, it's anims definated in the config on the SOLDIERS not the weapon

sorry for my bad english

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you can't do it

1. you can't execute a script when player press a key

and even if it was possible

3. you can't move the gun with this kind of animations => there's no animation in the config.bin for aiming (standing)

and there's no hidden selection on weapons, it's only a remove/addweapon with two p3d on the xm8

Your wrong, I allready posted it before in this thread that you can use key activated scripts. But its kind of a secret right now so Im not going to discuss how. If you want to know ask manticore aka nephilim.

You can move with new animations, someone released a animation pack that replaced the old animations, and they worked fine.

And you are wrong about the xm8 too. I also allready explained this, it his called modelSpecial, its defined in the config for magazine class, basicly, whenever a unit has the magazine active (that means able to fire), it replaces whatever model the weapon is currently using with the modelSpecial one, and it still doesn't work good because you can have only one weapon (not weapon type, one weapon MODEL) use that magazine class.

xela89, maybe you should find out if you are right before posting like that. Its OK to be wrong but don't say it like you know everything. rock.gif

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