Unchained 12 Posted May 27, 2010 Sorry if my pic dosnt looks good, I had to degrade its cuality a lot, otherwise when uploading it it passes the limit (100K) Share this post Link to post Share on other sites
RozekPoland 591 Posted November 24, 2011 @Icarus How have you made it? Awesome 3D ironsights! Share this post Link to post Share on other sites
Icarus 12 Posted November 24, 2011 (edited) This is not a new thing in OFP... Sanctuary has tried it some time ago too: http://forums.bistudio.com/showpost.php?p=629195&postcount=13 Anyway I decided to give it a go too :rolleyes: So far my project is in a PRE-ALFA stage. How did I do it? Simply I changed the pilots LOD (first person camera's) position to right eye, http://forums.bistudio.com/showthread.php?t=126315 and used some custom animations. I am already facing tons of problems related to this idea, so I will make NO promises for future release. :D Edited November 27, 2011 by Icarus Letting forrum memebers know, what is the discusion about Share this post Link to post Share on other sites
DanAK47 1 Posted November 24, 2011 I worked on this for a while as well before abandoning the idea. Problems I had: 1. Sights become misaligned when you look up/down/left/right. - Solved using blendAnims 2. Weapon models have sights set at different heights. - Edit weapon models or tie animations to each weapon 3. Zeroing weapons. - Edit memory LOD of weapon models to make "muzzle" height consistent The real problem, which I never could get around, was that I could not figure out a workable way to raise and lower the sights. With the "sights raised" animation as default, it was impossible to see anything or to use scoped weapons. I had some success using cameras to detect when the player pressed the optics key and using playMove to activate the "sights up" animation, but this was only workable using one stance. There was (and still is?) no way to detect if the player was standing, kneeling, or lying down consistently. I thought about picking this back up with 1.99, because a "getMove" function was advertised, but apparently it was not actually included in the patch. Share this post Link to post Share on other sites
Icarus 12 Posted November 25, 2011 (edited) @DanAK47 Man your work really impresses me. You actually were so close to achieving this. How could you have missed check stance Faguss released? Isn't this script exactly what you need? :confused: Anyway if you haven't check Faguss' site script section Edited November 25, 2011 by Icarus Share this post Link to post Share on other sites
DanAK47 1 Posted November 25, 2011 (edited) @DanAK47You actually were so close to achieving this. How could you have missed check stance Faguss released? I actually tried this script, but it was not consistent enough, especially during high CPU load or in complex situations, for example inside buildings. I used a different method with my guerrilla pack when switching to weapon-specific animations, but it still isn't consistent enough, and sometimes you end up lying down or standing up when you shouldn't be. It's possible to make the default combat/crouch/lying stance a "low ready" stance, disable weapons with this stance, and link it to the "sights up" stance with the fireNotPossible action. However, this leads to some interesting AI behaviour. Edited November 25, 2011 by DanAK47 Added last sentence Share this post Link to post Share on other sites
faguss 65 Posted November 25, 2011 (edited) You can also use Fwatch 1.1 to detect & set player animation. I can't think of any other method. Finding unit structure and acquiring any stance value is beyond my reach. Continued in this topic. Edited December 1, 2011 by Faguss Share this post Link to post Share on other sites
ProfTournesol 956 Posted November 25, 2011 You can also use Fwatch 1.1 to detect & set player animation.I can't think of any other method. Finding unit structure and acquiring stance value is beyond my reach. A new evenhandler was added with 1.99 : animchanged Share this post Link to post Share on other sites
krzychuzokecia 719 Posted January 11, 2012 @Icarus Nice one! Have you just resized original model, or have you done it (or some parts of it) from scratch, using BI textures? For me looks like at least pistol grip is different. Share this post Link to post Share on other sites
Icarus 12 Posted January 11, 2012 I have resized original XM-177E2 using STGN's M4 as a standart :) No parts from STGN M4 were used. I hope I won't make him angry :o Icarus Share this post Link to post Share on other sites
NacroxNicke 11 Posted January 11, 2012 Really nice, are you gonna release it some day? :P It works for all guns or there are some models that doesn't fit the animations? Share this post Link to post Share on other sites
Icarus 12 Posted January 11, 2012 Sadly enough it works only for handguns and rifles that have their sight high above barrel same as M4 with ACOG sight. Using this "3D ironsights" configuration on low sight rifles results in clipping errors. For example, you see your rifle cut in half, as if stock was cut off. :( Icarus :j: Share this post Link to post Share on other sites
stgn 39 Posted January 11, 2012 Sadly enough it works only for handguns and rifles that have their sight high above barrel same as M4 with ACOG sight. Using this "3D ironsights" configuration on low sight rifles results in clipping errors.For example, you see your rifle cut in half, as if stock was cut off. :( Icarus :j: Wheres the "like" button on this forum:) Oh and I thought that Xm177 had nice proportions when I saw it. Modifying the Xm177 was what I started doing back in the day. STGN Share this post Link to post Share on other sites
Icarus 12 Posted January 15, 2012 @NacroxNicke Sorry I haven't read question thoroughly. :o This aiming type only works for edited weapon models. Almost no original OFP model would fit except for STGN SOPMOD models because those are perfectly centered in O2. Icarus :) Share this post Link to post Share on other sites
vitamin 18 Posted September 25, 2013 @BaS_since2002 - damn, you've just made me dig out my rusty copy of OFP and install it again:) Could you tell me please what ENB version are you using? Share this post Link to post Share on other sites
BaS_since2002 1 Posted September 29, 2013 Hi vitamin, I am using enbconvertor_dx8_dx9_v0035 and enbseries_deusex_v0075e. The problem is the setup, but after much testing reaches this: enbseries.ini [PROXY] EnableProxyLibrary=0 InitProxyFunctions=0 ProxyLibrary= [GLOBAL] UseEffect=1 AlternativeDepth=1 AllowAntialias=0 BugFixMode=0 SkipShaderOptimization=0 QuadVertexBuffer=0 EnableShaders_3_0=1 AdditionalConfigFile= UseMRTRendering=0 [EFFECT] EnableBloom=1 EnableOcclusion=1 EnableReflection=1 EnableMotionBlur=0 EnableWater=0 EnableShadow=0 DepthBias=100 EnableDepthOfField=1 [iNPUT] KeyUseEffect=123 KeyBloom=120 KeyOcclusion=121 KeyReflection=122 KeyCombination=16 KeyScreenshot=44 KeyShadow=119 KeyWater=118 KeyShowFPS=106 [REFLECTION] ReflectionPower=10 ChromePower=10 UseCurrentFrameReflection=1 ReflectionQuality=2 ReflectionSourceSpecular=50 ReflectionSourceTFactor=50 UseAdditiveReflection=0 ReflectionDepthBias=100 UseLowResReflection=0 ReflectionSinglePass=1 UseEnvBump=0 EnvBumpAmount=100 EnvBumpOffset=100 ReflectionFlip=1 [bLOOM] BloomPowerDay=12 BloomFadeTime=1500 BloomConstantDay=5 BloomQuality=2 BloomScreenLevelDay=60 BloomCurveDay=3 BloomPowerNight=20 BloomConstantNight=5 BloomCurveNight=3 BloomScreenLevelNight=20 BloomAdaptationScreenLevel=80 BloomAdaptationMultiplier=20 BloomAllowOversaturation=1 BloomMaxLimit=100 [sSAO] UseFilter=1 OcclusionQuality=2 FilterQuality=1 DarkeningLevel=30 BrighteningLevel=10 IlluminationLevel=30 AdditiveIlluminationLevel=30 UseAmbientOcclusion=1 UseIndirectLighting=1 FadeDistance=50 UseForAlphaTest=1 UseForAlphaBlend=1 [colorCORRECTION] DarkeningAmountDay=50 ScreenLevelDay=60 ScreenLevelNight=20 DarkeningAmountNight=0 GammaCurveDay=0 GammaCurveNight=3 ColorSaturationDay=0 ColorSaturationNight=1 UsePaletteTexture=0 [WATER] UseWaterDeep=1 WaterDeepness=100 WaterQuality=2 [sHADOW] ShadowFadeStart=40 ShadowFadeEnd=80 ShadowAmountDay=60 ShadowAmountNight=30 ShadowScreenLevelDay=60 ShadowScreenLevelNight=20 ShadowQuality=2 UseShadowFilter=1 FilterQuality=2 ShadowBlurRange=30 [ENGINE] ForceAnisotropicFiltering=0 MaxAnisotropy=16 ForceDisplayRefreshRate=0 DisplayRefreshRateHz=75 [MOTIONBLUR] MotionBlurQuality=2 MotionBlurVelocity=50 MotionBlurRotation=50 [PERPIXELLIGHTING] SpecularColorMin=0 SpecularColorMax=100 SpecularColorMultiplier=100 SpecularGlossinessMin=0 SpecularGlossinessMax=100 SpecularGlossinessMultiplier=100 [DEPTHOFFIELD] DOFQuality=2 DOFNumberOfPasses=1 DOFFocusRange=90 DOFBlurinessRange=1 Work perfect on my Ati x1950pro agp. Share this post Link to post Share on other sites
vitamin 18 Posted September 30, 2013 Thank you BaS for reply and posting this config file - I will try it out on my PC. I forgot to ask you what program are you using for taking screenshots? (they look really great - thanks for sharing) Share this post Link to post Share on other sites
BaS_since2002 1 Posted October 1, 2013 I used "Ati Tray Tools", a specific software with many configuration options for ati graphics. But night pictures, I've lit a bit to make them as I see in the game with GIMP. Share this post Link to post Share on other sites
vitamin 18 Posted October 2, 2013 Thanks BaS for the info and please keep'em coming. Top quality screens from OFP are hard to come by these days. Share this post Link to post Share on other sites
cpt_smagnet 10 Posted February 1, 2014 Sorry for bumping, but does anyone know where I can lay my hands on the beautiful SCARs in the photos in page 190? Ive been searching but couldn't find them at all...thanks in advance~ Share this post Link to post Share on other sites
guziczek101 11 Posted February 1, 2014 SCARS from Nervps: http://nervps.com/load/ofp/4rtech_addons/graw_weapons/29-1-0-115 Share this post Link to post Share on other sites
cpt_smagnet 10 Posted February 2, 2014 SCARS from Nervps:http://nervps.com/load/ofp/4rtech_addons/graw_weapons/29-1-0-115 Thanks a lot! That is a beauty! But I still have a little problem... I did my best to read the language and managed to sign up for the website, and had the download button show up for me, but no matter how I tried, the link wouldn't work for me (I know it works, but currently I can't get it work for me) So, uh, I apologize, but can you kindly point me to another mirror or something like that? Really appreciate your effort! Thanks!!!! Cheers! Long live OFP!:yay: Share this post Link to post Share on other sites
cpt_smagnet 10 Posted February 3, 2014 Thanks a lot! That is a beauty! But I still have a little problem...I did my best to read the language and managed to sign up for the website, and had the download button show up for me, but no matter how I tried, the link wouldn't work for me (I know it works, but currently I can't get it work for me) So, uh, I apologize, but can you kindly point me to another mirror or something like that? Really appreciate your effort! Thanks!!!! Cheers! Long live OFP!:yay: Thanks a lot! I finally figured out how to get access to the files! Problem fixed, thanks! Share this post Link to post Share on other sites
supportgunner 10 Posted September 1, 2014 http://www.trainboard.com/railimages/data/500/Everon_ps_jpeg2.jpg Everon Railways Class 22 pulling out of Le Moule. Where i can download this addons? Share this post Link to post Share on other sites
-rageQuit- 10 Posted September 1, 2014 Looks fake to me. The camera and train + tracks are real objects Photoshopped onto a view of Le Moule. If you want trains, try the OFPL Polish Mod. Share this post Link to post Share on other sites