View Full Version : SLX Example Weapons
Latest version 1.2 on May 10 2007.
Freshman asked me to try and help make an aimpoint like he suggested in this thread (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=69;t=61563) so I did a little experiment and decided to release an example of some stuff I put together.
From the readme:
This addon contains an example XMS and Beretta 92F. The XMS has a simulation of a red dot sight and both have animated triggers, magazines, and bolt/slide. Both weapons have normal maps, specular maps, and detail maps and have shadow volume LODs. The weapon models and textures are modified from OFP: Resistance.
Version 1.2:
Changes:
Removed alpha hide texture for hiding bullets.
Changed XMS magazine and bullet layout to be more correct. Thanks Le++!
Made spring thicker.
Made Beretta and XMS magazines leave magazine well in synchronization with left hand movements then get hidden when reloading. Thanks to DarkGiver for figuring out how to hide parts and how to use the minValue setting!
Detailed XMS magazine follower and made it move all the way up the magazine so it can be seen when reloading.
Made visible bullets in XMS magazine move with the magazine follower and then stop when unseen.
Made all XMS bullets get hidden when empty.
Version 1.1
Changes:
Added slide/bolt hold open on empty.
Faster and smoother action on slide/bolt and trigger on Beretta.
Added bolt catch lever to XMS and animated slide/bolt catch levers on empty.
Added animated chamber loaded indicator and trigger bar to Beretta.
Added animated magazine follower in Beretta magazine.
Animated magazine release buttons.
Added transparent magazine on XMS with animated magazine follower, ammunition, and spring.
Made hide texture more transparent.
Downloads:
Version 1.2:
ArmedAssault.info (http://armedassault.info/) Mirror : DOWNLOAD SLX XMS 1.2 [2,01 MB] from FTP#1 (ftp://www.armedassault.info/armad/addons/SLX_XMS_Example_1.2.rar)
Armaholic.com (http://www.Armaholic.com/) Mirror: SLX_XMS_Example_1.2.rar @<hidden> Armaholic.com (http://www.armaholic.com/page.php?id=1211)
SLX XMS Example 1.2 @<hidden> FileFront.com (http://files.filefront.com/SLX_XMS_Example_12rar/;7482356;/fileinfo.html)
SLX XMS Example 1.2 @<hidden> RogePost.com (http://www.rogepost.com/n/4502216136)
Videos:
From ArmedAssault.info (http://armedassault.info/): XMS video (ftp://www.armedassault.info/armad/videos/slx_xms_demo2.rar)
From Switzerland-mod:
Thanks to DarkGiver for these videos!
Animated rifle (sg551) and a pistol (p226) (http://www.youtube.com/watch?v=c_j1YaXtEnA)
SWM Trijicon Reflex (http://www.youtube.com/watch?v=KgwzB7cKlQ4)
Pictures:
Le++'s aimpoint comparison (http://img96.imageshack.us/my.php?image=pic29kf9.jpg)
Red dot sight picture (http://static.filefront.com/images/personal/s/SLXSolus/88702/jdpdkhghrf.jpg)
If anyone wants to host the file they can. Anyone can use the example config to make their own addons. The pbo should be able to be extracted with most pbo tools.
The models and textures are only for example purposes.
Edit: Thanks to ofpdeadeye with ArmedAssault.info (http://armedassault.info/) and El nino Foxhound with Armaholic.com (http://www.Armaholic.com/) for the mirrors!
DarkGiver
May 4 2007, 10:50
woooow.. that's really impressive.. exactly what the community need http://forums.bistudio.com/oldsmileys/smile_o.gif Thank you very very much http://forums.bistudio.com/oldsmileys/smile_o.gif
I will try (hmm not try.... i will do) to implement this technology (the anims...) to the Switzerland mod immediatly hehe.
Soul Catcher
May 4 2007, 11:09
excellent http://forums.bistudio.com/oldsmileys/notworthy.gif thank you so much for this, i've been tearing my hair out trying to figure this stuff out http://forums.bistudio.com/oldsmileys/crazy_o.gif
nice! Better then the original one.
R0adki11
May 4 2007, 12:30
impressive work, will help us addon makers, thanks for sharing http://forums.bistudio.com/oldsmileys/smile_o.gif
MisterXY
May 4 2007, 12:42
Really cool work. Much better than the original weapons. Nice animations! Now we need a script, that empy mags will stay a few minutes on the ground, no tracers for these guns and better muzzle and smoke effects!
Good job! http://forums.bistudio.com/oldsmileys/notworthy.gif
CameronMcDonald
May 4 2007, 12:42
Get porting, ladies. Where's my VSK? http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Iron+Cross
May 4 2007, 14:55
Nice one! http://forums.bistudio.com/oldsmileys/thumbs-up.gif
I like the beretta animation.
Though i don't know the exact model of that one. Is it the beretta 92?
same happens to the pistol in VBS2 moded, when empty the pistol remains "open" aftar the last shot, ready for another mag.
If its the beretta 92 the pistol should remain "open" after last shot.
Keep up the super great work! Community have their eyes on your work http://forums.bistudio.com/oldsmileys/biggrin_o.gif http://forums.bistudio.com/oldsmileys/inlove.gif
Thanks a lot for your example, I just finished adding all the animations to my weapons and they really look a lot better now, great work and thanks for sharing with us http://forums.bistudio.com/oldsmileys/wink_o.gif
very big thanks i have already converted more than 20 weapons models http://forums.bistudio.com/oldsmileys/biggrin_o.gif
can you explain me how can i make a blue texture from the weapon texture ? i just need this to end my weapon pack http://forums.bistudio.com/oldsmileys/smile_o.gif
Jackal326
May 4 2007, 17:45
Aye, thanks for doing all of the tedious work in getting the bone definitions and axis setup, now for the simple job of incorporating this into my pack. Wait...did I say ALL of the tedious work? http://forums.bistudio.com/oldsmileys/tounge2.gif
Nice work, the animated pistol slide is something I had been wanting to experiment with, but with all the bone and cfgmodel definitions that seemed to be required I was simply lost within the Biki trying to make heard-or-arse of it.
Aye, thanks for doing all of the tedious work in getting the bone definitions and axis setup, now for the simple job of incorporating this into my pack. Wait...did I say ALL of the tedious work? http://forums.bistudio.com/oldsmileys/tounge2.gif
Nice work, the animated pistol slide is something I had been wanting to experiment with, but with all the bone and cfgmodel definitions that seemed to be required I was simply lost within the Biki trying to make heard-or-arse of it.
before you guys release any addon plz isn't the animation alittle unfinished?
Shouldn't the beretta be "open" after firing the last shot? http://forums.bistudio.com/oldsmileys/huh.gif
edit:
I mean something like this
http://www.mocpages.com/user_thumbnails/lordvadersienar@<hidden>/www.brickshelf.com_gallery_l0rdv4d3r_Beretta92_empty.jpg
or this
http://www.gunblast.com/images/RKCampbell_1950s/Thumbs/04.jpg
cheers
DarkGiver
May 4 2007, 18:10
Quote[/b] ](...)before you guys release any addon plz isn't the animation alittle unfinished?
Shouldn't the beretta be "open" after firing the last shot? http://forums.bistudio.com/oldsmileys/huh.gif
edit:
I mean something like this
cheers
Every one do that about the pistol slide.. but that's certainly harder to do than to say... Check the config file.. you will understand http://forums.bistudio.com/oldsmileys/smile_o.gif
how different is the engine of VBS2 and ARMA?
from what i understand they are the same.
I already saw it in a VBS2 video. after the last shot the pistol remains "open" like in those pics.
so why not transfere it in to arma? Get my point? http://forums.bistudio.com/oldsmileys/wink_o.gif
Thanks for the comments! Glad to know it's helping people. Looking forward to seeing what other people can do with the animations.
MisterXY: Thanks! I might have just thought of a way to get empty mags to stay on the ground.
bravo 6: I think it's the Beretta 92F or 92FS. I tried to have the slide stay back using modelspecial on a test a while ago but it seemed like it only worked with a specific magazine that made all weapons using it have the same model. I think it would be better to have an empty animation that would work with any magazine. There's an animation source that animates based on how many shots there are left which could be used for bullets in transparent magazines, or if someone can figure out a way to make animations only animate at a certain phase then it could animate the slide back only when there are no more shots left. I tried to figure out how to make animations do that while making the example but I don't have enough time to keep testing it. Maybe I'll figure it out someday or maybe someone else can get it working. Everything should get figured out eventually. Until then this is just a starting point.
CRIONYK: If you're using photoshop try making a new layer of the color you want and set it to 50% fill and "color" blending mode.
DarkGiver
May 4 2007, 18:20
how different is the engine of VBS2 and ARMA?
from what i understand they are the same.
I already saw it in a VBS2 video. after the last shot the pistol remains "open" like in those pics.
so why not transfere it in to arma? Get my point? http://forums.bistudio.com/oldsmileys/wink_o.gif
Because no one has vbs2 to check the files.. and no one know how to do that.. that's totally undocumented. We are forced by BIS to explore step by step the functionality without help.
Jackal326
May 4 2007, 18:26
Well, after a little tinkering with the M4A1 model in my pack, this works perfectly. The magazine is 'removed' during reloading, the trigger animates (along with the user's finger, but this was already in ArmA anyway), and the chamber ejects the spent shell-casing (a much better method than the old 'zasleh-ghosting' bug/exploit I had been using previously). Nice work. I'm yet to incorporate this into any of the pistols in the pack because most of them need reworking. Thanks for your work in this field, it has saved me, and a lot of other addon-makers a lot of time.
DarkGiver
May 4 2007, 18:29
I also implemented the method to all the weapons of the Switzerland-mod.. but there is still the problem of the pistol slide not open when the gun is empty... i hope we will be able to find a solution. Else of course that's great and a lot better than before http://forums.bistudio.com/oldsmileys/smile_o.gif
This was already possible in OFP.
Look at our panzerfaust addon, that uses the same method you would use for a gun.
Jackal326
May 4 2007, 18:42
Well, technically yes, but not 100%
It used the modelspecial config command, which yes, you're quite right, can be used for rifles/handguns etc too. However, as this was, and as far as I am aware is still defined by the magazine used, would prevent you using different magazines between different weapons (loading a 9mm SD magazine for say the M9 into a non-SD M9 would add the silencer and vice-versa) which may not be the desired effect.
Apart from the nice slide-, trigger- and other animations which are nice too the aimpoint rocks http://forums.bistudio.com/oldsmileys/notworthy.gif
Martin_BM
May 4 2007, 20:10
Great news http://forums.bistudio.com/oldsmileys/notworthy.gif . Solus do you have a tutorial about creating specular maps ? (or can you write anything about specular maps here)
Maddmatt
May 4 2007, 20:18
I had a look at these weapons earlier, the features are impressive. Hope to see future weapon packs using this.
It would be cool if BIS did this to their weapons in a patch. The aimpoint works as it should and the BIS M4 aimpoint should be modified to work like this. Makes walking while shooting a bit more accurate.
As for the magazine being dropped, are soldiers not suppose to keep empty mags? I heard that somewhere, not sure if it's true.
Nice to see smooth animations on the weapons, an improvement over how they worked in OFP.
Martin_BM: The way I did the specular maps is by taking the regular color texture and making the red and blue channels full white in photoshop and lowered the brightness and contrast in the green channel. Basically the specular maps should have flat white in the red and blue channels, then the brightness of the green channel controls how shiny each area is, from no shining on the darkest part to a mirror like shine on white. I think the red and blue channels might also control something but most of the BIS specular maps have just white and it seems to work fine. Hope some of that makes sense and helps!
Maddmatt: I think magazines are supposed to be held on to when doing a regular reload, but could be dropped if you're in a hurry. Maybe a faster reloading animation could be played with the magazine dropping to the ground if it's empty. The animated magazines on the Beretta and XMS seem to drop since it's easiest to make them just rotate out of the way to a hopefully unseen area. They could also be moved out of the way faster and it would look like they just disappear and it would be assumed that the left hand had taken them or they had dropped. I tried to get the animation to wait until the left hand was near the magazine before it animated but it's the same problem with some other animations I wanted to do, I can't make it wait until a specific spot. I think there's a way to have them actually get hidden instead of just moving them so maybe someone else can figure out how to get that working. Maybe if there's a "scale" animation type then the magazine could be shrunken down, but I don't know if there is.
Big Dawg KS
May 4 2007, 23:27
About the Beretta anims, Solus, have you tried using the 'revolving' controller to open the slide and the 'reloading' controller to close it? Such a setup would allow it to remain open when no rounds are left in the magazine, and will close again when a new mag is inserted.
Red_Evasion
May 5 2007, 02:13
Could someone upload a movie of the weapon animations and stuff? I don't have ArmA yet and I'd like to see how this little addon works.
Solus, you are the man!
KyleSarnik: I don't know how that would work but I decided to try and take a look at the stuff again. I remembered that the machine gun belts disapper when empty so I took a look at the top of the ODOL file that has some readable text and noticed that it lists the selection names and then the animation source. The machine guns use another animation source, "isEmpty" that animates when there are no more shots left.
If anyone wants to try it: Try adding these animations after the slide animation in the beretta model config:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class slide_back
{
type="translationX"; //The type of animation.
source="isEmpty"; //The controller that provides input.
selection="slide"; //The name of the skeleton bone used.
axis="slide_axis"; //The name of the axis in the model.
minPhase=0; // Minimum phase of the animation.i.e. Animation phase when the controller value is 0.
maxPhase=1; // Maxmimum value of the motion range.i.e. Animation phase when the controller value is 1.
minValue=0; //The minimum value of the motion range. i.e. The controller input when animation phase is 0.
maxValue=".044"; //The maximum value of the motion range. i.e. The controller input when animation phase is 1.
offset0="0";
offset1="-.044";
};
class slide_catch
{
type="rotationZ"; //The type of animation.
source="isEmpty"; //The controller that provides input.
selection="slide_catch"; //The name of the skeleton bone used.
axis="slide_catch_axis"; //The name of the axis in the model.
minValue=0; //The minimum value of the motion range. i.e. The controller input when animation phase is 0.
maxValue="1"; //The maximum value of the motion range. i.e. The controller input when animation phase is 1.
angle0="0"; //The starting angle of this animation, where the animation phase is 0.
angle1="rad -4"; //The ending angle of this animation, where the animation phase is 1.
};
[/QUOTE]
The selections are already defined in the model so nothing else needs to be done. I'll put an example bolt catch on the XMS later.
Red_Evasion: I'll try making a movie later.
CameronMcDonald
May 5 2007, 02:47
Nicely. I always loved using Jackal's pistols in OFP and seeing the slide pop back when firing, and stay there when dry. Then you reload, et voila! Pops forward again, just like on the range. Hopefully you can solve this in ArmA.
DarkGiver
May 5 2007, 03:47
Here a little demonstration of the anims on an assault rifle (sg551) and a pistol (p226) of the Switzerland-mod :
http://www.youtube.com/watch?v=c_j1YaXtEnA
That wooorks fine http://forums.bistudio.com/oldsmileys/smile_o.gif thank Solus http://forums.bistudio.com/oldsmileys/smile_o.gif
I love the Aimpoint scope, although I can just see a grey cylinder extending out of my scope towards the target when holding the weapon (not using the optics). It's very noticeable against the sky. Cheers http://forums.bistudio.com/oldsmileys/smile_o.gif
Chris Young
May 5 2007, 09:25
Here a little demonstration of the anims on an assault rifle (sg551) and a pistol (p226) of the Switzerland-mod :
http://www.youtube.com/watch?v=c_j1YaXtEnA
That wooorks fine http://forums.bistudio.com/oldsmileys/smile_o.gif thank Solus http://forums.bistudio.com/oldsmileys/smile_o.gif
I think the anims should be a bit faster, but it looks fine. http://forums.bistudio.com/oldsmileys/wink_o.gif
Here a little demonstration of the anims on an assault rifle (sg551) and a pistol (p226) of the Switzerland-mod :
http://www.youtube.com/watch?v=c_j1YaXtEnA
That wooorks fine http://forums.bistudio.com/oldsmileys/smile_o.gif thank Solus http://forums.bistudio.com/oldsmileys/smile_o.gif
weeeeeee
thats a great start!!! http://forums.bistudio.com/oldsmileys/yay.gif
edit: when bullets are ablet to be seen from mags they sould be reduced.. ( maybe im asking too much )
again, great JOB!! http://forums.bistudio.com/oldsmileys/inlove.gif
Great addon and proof of concept.
I took some screenshots to demonstrate the new aimpoint.
On the left, Solus's aimpoint. Notice that the impact is not exactly on the aimpoint, due to the difference between the barrel "line-of-sight" and the optics light-of-sight (this difference becomes negligible when shooting farther than a few meters).
On the right, BIS's M4 aimpoint. Notice that the aimpoint is just a dot in the middle of the aimpoint tube. If the aimpoint was a real one, the dot would not have been visible from the angle of the screenshot, as the point of impact can't be seen through the aimpoint.
http://img96.imageshack.us/img96/9651/pic29kf9.th.jpg (http://img96.imageshack.us/my.php?image=pic29kf9.jpg)
Take a look at the video (http://www.youtube.com/watch?v=kjT68A4jXs8) Freshman took for the Working aimpoint (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=69;t=61563) thread for a demonstration of a real reflex sight. Notice that the dot stays aimed at the teddy bear not matter from where you look at the aimpoint.
edit: while going through YouTube, I found this nice video (http://www.youtube.com/watch?v=9pKehYJGCFs) of an M4 shooting with a good close up of the bolt moving. It would seem that it should be faster than in the mod.
Great addon and proof of concept.
I took some screenshots to demonstrate the new aimpoint.
On the left, Solus's aimpoint. Notice that the impact is not exactly on the aimpoint, due to the difference between the barrel "line-of-sight" and the optics light-of-sight (this difference becomes negligible when shooting farther than a few meters).
On the right, BIS's M4 aimpoint. Notice that the aimpoint is just a dot in the middle of the aimpoint tube. If the aimpoint was a real one, the dot would not have been visible from the angle of the screenshot, as the point of impact can't be seen through the aimpoint.
pic (http://img96.imageshack.us/my.php?image=pic29kf9.jpg)
Take a look at the video (http://www.youtube.com/watch?v=kjT68A4jXs8) Freshman took for the Working aimpoint (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=69;t=61563) thread for a demonstration of a real reflex sight. Notice that the dot stays aimed at the teddy bear not matter from where you look at the aimpoint.
shouldn't this info be ALSO on the other thread too?
Always inspiring to mod makers, i believe.
thanks for sharing http://forums.bistudio.com/oldsmileys/smile_o.gif
DarkGiver
May 5 2007, 12:51
I implemented the method to the SWM Trijicon Reflex (and no more ghost by using a more transparent alpha hide texture...) :
Here a test video :
http://www.youtube.com/watch?v=KgwzB7cKlQ4
CameronMcDonald
May 5 2007, 13:14
Dude - that pwns. Glad y'all managed to figure this out.
Quote[/b] ](...)before you guys release any addon plz isn't the animation alittle unfinished?
Shouldn't the beretta be "open" after firing the last shot? http://forums.bistudio.com/oldsmileys/huh.gif
edit:
I mean something like this
cheers
Every one do that about the pistol slide.. but that's certainly harder to do than to say... Check the config file.. you will understand http://forums.bistudio.com/oldsmileys/smile_o.gif
I have made it in the desert eagle. i have seen your pistol (p226) from SW mod, im from swiss too http://forums.bistudio.com/oldsmileys/wink_o.gif
I have tested the SigSauer but i dont like it, cause the both slide effects are missed... one is if you shoot, that the slide goes back, this you can do with the zasleh or in german "mündigsführ" http://forums.bistudio.com/oldsmileys/wink_o.gif and the one if you have shooten all rounds out, that the gun is empty, you can do with modelspecial. but for this, the model must be "original getreu, so das du den schlitten auch einzeln hast. es darf kein klotz sein das ganze!http://forums.bistudio.com/oldsmileys/wink_o.gif
Sentry
can someone do the same to the standard M4 in the game?
i like those models!
Jackal326
May 5 2007, 18:33
No, because we can't edit default ArmA models.
No, because we can't edit default ArmA models.
lol! is it because there isnt a porper mod tools or is that locked?
No, because we can't edit default ArmA models.
lol! is it because there isnt a porper mod tools or is that locked?
mod tools
No, because we can't edit default ArmA models.
lol! is it because there isnt a porper mod tools or is that locked?
mod tools
hum so we could still have a slight chance to see it in near future(orthrough by then there should be someone made a 100 times better version)
anyway thx for the info
Jackal326
May 5 2007, 19:29
No, because we can't edit default ArmA models.
lol! is it because there isnt a porper mod tools or is that locked?
Technically both, but primarily due to the models being Binarized in a way that 'conventional' methods of converting them back to MLOD (the format O2 can read/save to) don't work (such as ODOL-Explorer). I'm sure the right people with the right 'know-how' will come along one day and create a version of ODOL-Explorer for ArmA, but until then, or until BIS release the source MLOD Models, we'll have to wait.
DarkGiver
May 5 2007, 20:36
[quote=DarkGiver,May 04 2007,20:10][QUOTE=Quote ]
I have tested the SigSauer but i dont like it, cause the both slide effects are missed... one is if you shoot, that the slide goes back, this you can do with the zasleh or in german "mündigsführ" http://forums.bistudio.com/oldsmileys/wink_o.gif and the one if you have shooten all rounds out, that the gun is empty, you can do with modelspecial. but for this, the model must be "original getreu, so das du den schlitten auch einzeln hast. es darf kein klotz sein das ganze!http://forums.bistudio.com/oldsmileys/wink_o.gif
Sentry
The anims are now fonctional for all the weapons of the Switzerland-mod (including of course the p226 like in the video) using the the animation methods of Arma.
But only in the non released 1.1 version.. the version actually released is the 1.0 without any anims.. so be patient... we planned to release the 1.1 very soon with all the new features... (realistic reflex reticle with paralax, animations of bolt, slide, magazine... new balistic, enhanced sniper scope... and so on)
can we have a demo with the new animation, or is it too soon?
Here's version 1.1 with some more stuff:
Changes:
Added slide/bolt hold open on empty.
Faster and smoother action on slide/bolt and trigger on Beretta.
Added bolt catch lever to XMS and animated slide/bolt catch levers on empty.
Added animated chamber loaded indicator and trigger bar to Beretta.
Added animated magazine follower in Beretta magazine.
Animated magazine release buttons.
Added transparent magazine on XMS with animated magazine follower, ammunition, and spring.
Made hide texture more transparent.
SLX_XMS_Example_1.1.rar @<hidden> FileFront.com 1.56 MB (http://files.filefront.com/SLX_XMS_Example_11rar/;7459736;/fileinfo.html)
SLX_XMS_Example_1.1.rar @<hidden> RogePost.com 1.56 MB (http://www.rogepost.com/n/5459769857)
Thanks to everyone for the comments and feedback!
DarkGiver: Looking good!
bravo 6, Le++: Thanks for the ideas!
4 IN 1: The default ArmA models are in a new ODOL format and there are no tools to access them at the moment. If BIS does the same as they did with OFP then it will probably take several years for some example models to be released, but not all of them. I don't think BIS has ever released a mod tool to convert ODOL to an editable format and has no reason to since they already have the models in an editable format before converting them to ODOL unless the new model editor reads ODOL models. Someone else will probably have to make a tool to convert ODOL models to an editable format, which could take a long time or might never happen.
CameronMcDonald
May 8 2007, 05:04
Good god, when does it end? Nice, Solus.
I was suspicious of you (as I am with all newbies) when you started hanging around the OFP forums for the first time, but it seems that you can deliver what you promise - I respect that. Nicely done.
EDIT: Bug: you can see the bullets "leaving" the magazine of the XMS in first person view, not 3rd person though. Here's a screen:
http://i41.photobucket.com/albums/e265/CameronMcDonald/Bug.jpg
thx for the reply, m8
just a small last question, is it possible to make a realistic nade lancher sight?
Here's version 1.1 with some more stuff:
Changes:
Added slide/bolt hold open on empty.
Faster and smoother action on slide/bolt and trigger on Beretta.
Added bolt catch lever to XMS and animated slide/bolt catch levers on empty.
Added animated chamber loaded indicator and trigger bar to Beretta.
Added animated magazine follower in Beretta magazine.
Animated magazine release buttons.
Added transparent magazine on XMS with animated magazine follower, ammunition, and spring.
Made hide texture more transparent.
SLX_XMS_Example_1.1.rar @<hidden> FileFront.com 1.56 MB (http://files.filefront.com/SLX_XMS_Example_11rar/;7459736;/fileinfo.html)
SLX_XMS_Example_1.1.rar @<hidden> RogePost.com 1.56 MB (http://www.rogepost.com/n/5459769857)
oh man.. the bereta animations are so beautifull! http://forums.bistudio.com/oldsmileys/smile_o.gif
it gave me goose pinple,
Great work!
<s>Can't wait to test the transparent mags, and its animation.</s>
<span style='font-size:21pt;line-height:100%'>I ask</span> Moderators and BIS Team if some of the completed and already great work from the community (like this one per example) could be added or replaced with the originals on future patches, say 1.07?
Im sure they would give a extra feeling to the game that it still doesn't have. Without having to install extra addons, ofcourse!
edit: i didn't noticed the mags were transparent, the sun was on wrong side.. couldnt see it! now i see !! WOW NICE!!
Here's version 1.1 with some more stuff:
Changes:
Added slide/bolt hold open on empty.
Faster and smoother action on slide/bolt and trigger on Beretta.
Added bolt catch lever to XMS and animated slide/bolt catch levers on empty.
Added animated chamber loaded indicator and trigger bar to Beretta.
Added animated magazine follower in Beretta magazine.
Animated magazine release buttons.
Added transparent magazine on XMS with animated magazine follower, ammunition, and spring.
Made hide texture more transparent.
SLX_XMS_Example_1.1.rar @<hidden> FileFront.com 1.56 MB (http://files.filefront.com/SLX_XMS_Example_11rar/;7459736;/fileinfo.html)
SLX_XMS_Example_1.1.rar @<hidden> RogePost.com 1.56 MB (http://www.rogepost.com/n/5459769857)
oh man.. the bereta animations are so beautifull! http://forums.bistudio.com/oldsmileys/smile_o.gif
it gave me goose pinple,
Great work!
<s>Can't wait to test the transparent mags, and its animation.</s>
<span style='font-size:21pt;line-height:100%'>I ask</span> Moderators and BIS Team if some of the completed and already great work from the community (like this one per example) could be added or replaced with the originals on future patches, say 1.07?
Im sure they would give a extra feeling to the game that it still doesn't have. Without having to install extra addons, ofcourse!
edit: i didn't noticed the mags were transparent, the sun was on wrong side.. couldnt see it! now i see !! WOW NICE!!
if Solus says yes, and dont charge BIS any fee (less likeily), and BIS feel the need, and all those bitchinghead SOBs agree to shut their mouths up saying "ah look how useless you are BI muhahahaha!!!!!111" then yes, its doable http://forums.bistudio.com/oldsmileys/confused_o.gif
DarkGiver
May 8 2007, 11:24
Hmmm.. very impressive Solus.. your transparent magazine method is amazing.. but not so easy to implement..
Thank anyway http://forums.bistudio.com/oldsmileys/wink_o.gif i will make some test...
CameronMcDonald: I tried the release version again and it seems to work for me, what video card do you have? Also what version of ArmA are you using? It seems like it's a bug with the alpha hide technique. Is the red dot visible when not looking through the optics?
4 IN 1: I can't think of any easy way to make correctly working grenade launcher sights right now.
DarkGiver: By the way, thanks for making those videos!
CameronMcDonald
May 8 2007, 14:05
Hey mate,
in reply to your query:
I have an ASUS EN8800GTX, and I'm using ArmA v1.05.5143 Beta. I get your awesome parallax'd Aimpoint just fine, it's just these rounds McAppearing. I'll jump back into ArmA and will have another go.
Those transparent mags... good god, this should be standard on every ArmA weapon released from now on, I almost drooled/peed/shat my pants seeing them.
EDIT: Mate, I'm still getting them, but I don't think it's your weapons' fault. It seems to be a bug related to the card, perhaps it's my beta drivers, as I'm only seeing the escaped rounds whenever I look away from the sun. If any other 8800 users wanted to say how they were finding it, please do. It's not the end of the world, in any case. Great work - I wouldn't fret about my little bug over here.
Perhaps it's related to post-processing?
Those transparent mags... good god, this should be standard on every ArmA weapon released from now on, I almost drooled/peed/shat my pants seeing them.
thats what i said.. as a must option http://forums.bistudio.com/oldsmileys/tounge2.gif
would be nice if BIS considered or reconsidered this as a option.
edit: Consider it
da12thMonkey
May 8 2007, 14:28
EDIT: Bug: you can see the bullets "leaving" the magazine of the XMS in first person view, not 3rd person though. Here's a screen:
http://i41.photobucket.com/albums/e265/CameronMcDonald/Bug.jpg
I don't see the rounds fully visable like this, however I've noticed that while using the aimpoint as in the optics view, 'transparent' circular shapes of the cartridges start poking into my line of sight after firing off a few rounds. They distort the view through the optics making everything behind them blurry, like looking through a lense at the wrong focal distance. Makes it very hard to aim using the sight.
The rounds are completely invisible otherwise, so I'm curious as to whether it's simply a limitation of the method, or whether it's working completely fine for everyone else.
i will be home shortly plz way for a confirm, if this is a driver bug......god thats killing me http://forums.bistudio.com/oldsmileys/crazy_o.gif
@<hidden>
can you creat screen shot for that? it might help
DarkGiver
May 8 2007, 17:06
Hmmm... the need of the alpha hidden part is not required for the transparent magazine technic... you just need to divide the bullets in 3 groups... when the first 10 bullets are hidden.. they stop to anim... (by calculating the motion range correctly) the second group continue to move.. and when hidden.. stop too.. (anim is finished) and the 10 last one (the third group) continue to anim to the finish pos...
So... basically.. all the groups move at the same speed.. but they stop their anim at different moment. For my sg55x :
The complete angle is 25 degree, the first group (close to the bolt) only 5 degree to be hidden, the second group 15 degree to be hidden, and the last 25 degree.. when all moved.. all the bullets group are on the same position and hidden.
So.. for the first group i set a minValue of motion range of 0.8 (it stop the anim at 20% of the total sequence), the second use .033 and the third must travel during all the sequence so.. 1.
I'm experimenting the principle on my sg55x 30 round mag.. and that works well... without any alpha hidden crap http://forums.bistudio.com/oldsmileys/smile_o.gif
I will make a video to demonstrate that..
well in my case both of them are quite visable
http://img59.imageshack.us/img59/3228/slxxms11bugcopykz5.jpg
(i hate that whenever i post a image link it always got chop up into some stupid short from resulting in broken link!!! )
DarkGiver: I used the split up technique for the external view bullets, but used the hide texture on the first person view because it gives a more correct view of the bullets moving. I'll have to try out the minValue setting, thanks for finding that!
I'll release another version with the split up bullets animation in first person view later.
Edit:
Le++: Thanks for the info! I'll fix the bullet layout later as well. Also magazines have to be built into each model so only the ones that should have them would be made to have transparent magazines.
Not to nitpick, but since you're doing such a great job at this, might as well make it perfect http://forums.bistudio.com/oldsmileys/smile_o.gif
The magazine shouldn't be fully jammed with rounds - the bottom of the magazine holds the spring, which even when fully compressed isn't all that flat. See the first picture of the G36's magazine from world.guns.ru (http://world.guns.ru/assault/as14-e.htm), as opposed to your full magazine:
http://img489.imageshack.us/img489/3793/pic6vb6.th.jpg (http://img489.imageshack.us/my.php?image=pic6vb6.jpg)
The G36 magazine looks to hold the full 30 rounds (with 15 rounds visible on one side), so it looks like it should be about right. I'll post a picture of a STANAG magazine when I have the chance...
edit: here it is:
http://img408.imageshack.us/img408/4089/mag2kp9.th.jpg (http://img408.imageshack.us/my.php?image=mag2kp9.jpg)
It isn't a transparent magazine with full 30 rounds, but I hope it shows what I was aiming at. On the top 15 5.56 rounds with the round-tray (actually I don't know how it called...) next to them. One the bottom the empty magazine.
Also, this picture (http://en.wikipedia.org/wiki/Image:Caroline-chargeur-plein-p1000499b.jpg) of a SG 550 20 round magazine from Wikipedia shows the same thing.
Hopefully all this helps you in making this wonderful mod better, and inspiring other modders to follow you.
And about making the magazines transparent for all ArmA weapons, I think it would be more realistic to set them only to the weapons that can actually accept this magazines (i.e. G36, Steyr AUG etc.).
Big Dawg KS
May 8 2007, 18:54
Solus, since you're using the "reload" source for the trigger, hammer, slide, etc.. animations they don't animate when firing the last round. Also, there's a noticable delay between firing and the animations playing. I suggest you use the "revolving" controller instead so it activates when the weapon fires rather than when it reloads (next round loads). Since these actions take place during firing IRL (and not reloading), it'd make more sense to me to animate them with the "revolving" source.
Edit: Nevermind, the revolving controller does something other than what I expected. Is there a controller that simply has a max value of 1 when firing a single round?
Actually, this photo shows it much better:
http://img442.imageshack.us/img442/6407/mag3lg1.th.jpg (http://img442.imageshack.us/my.php?image=mag3lg1.jpg)
da12thMonkey
May 8 2007, 20:08
@<hidden>
can you creat screen shot for that? it might help
Hope this explains it alright:
http://img387.imageshack.us/my.php?image=slxjm5.jpg
For all of you that might want to see Solus's translucent magazine and last-round, here's a video (http://www.youtube.com/watch?v=x2k4OXHugiE). Edit: despite that not-so-great quality, full screen will make the bolt cycle and magazine rounds more visible.
Also, as KyleSarnik noted, the cycle is a bit behind the shot. Hopefully his suggested solution will work.
BTW, sorry for posting like this, it's just that people keep posting before I can edit my previous posts http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif
DarkGiver
May 8 2007, 22:21
Here my attempt.. using the method i described :
http://www.youtube.com/watch?v=x_0Dj-gl8kU
No alpha hide required.. so no bugs for everyone.. except those unable to have alpha transparent thing ingame.. cause drivers or graphic card issues.
Now i have to add the spring and to optimize all the stuff.
But that's another great step forward http://forums.bistudio.com/oldsmileys/smile_o.gif Thank Solus http://forums.bistudio.com/oldsmileys/smile_o.gif
SASR Sabre
May 9 2007, 02:17
great work, keep it up http://forums.bistudio.com/oldsmileys/smile_o.gif
great work, keep it up http://forums.bistudio.com/oldsmileys/smile_o.gif
Don't know what else could be improved on this project http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif
maybe the reload animations by the soldier, but that's another story..
The only thing that i don't like much is when the mag gets out of the weapon.. its too fast and seems like the mag enter the earth like a meteor.
is the reflex still working?(i got no problem in the first release)
SASR Sabre
May 9 2007, 05:02
@<hidden> 6 - keep innovating, making improvements, making addons, making arma what it should be... sorry i didnt explain myself better... http://forums.bistudio.com/oldsmileys/confused_o.gif
@<hidden> 6 - keep innovating, making improvements, making addons, making arma what it should be... sorry i didnt explain myself better... http://forums.bistudio.com/oldsmileys/confused_o.gif
well from what i saw..
SLX promises.. http://forums.bistudio.com/oldsmileys/biggrin_o.gif
can't wait for more concrete release about this SLX!
TIP: Keep an eye on this project!
keep up the great work you've done atm. Impressive!
edit: solus can you implement this effect (real like this movie already posted)
http://www.youtube.com/watch?v=kjT68A4jXs8
Max Power
May 9 2007, 18:44
edit: solus can you implement this effect (real like this movie already posted)
http://www.youtube.com/watch?v=kjT68A4jXs8
What do you mean? There has been like 2 videos and a diagram in this thread demonstrating that they have a working reflex sight... I'm not sure what you're seeing in that video that you're not seeing here.
edit: solus can you implement this effect (real like this movie already posted)
http://www.youtube.com/watch?v=kjT68A4jXs8
What do you mean? There has been like 2 videos and a diagram in this thread demonstrating that they have a working reflex sight... I'm not sure what you're seeing in that video that you're not seeing here.
hum.. so is it working as it suppose to work?
read this then:
I took some screenshots to demonstrate the new aimpoint.
On the left, Solus's aimpoint. Notice that the impact is not exactly on the aimpoint, due to the difference between the barrel "line-of-sight" and the optics light-of-sight (this difference becomes negligible when shooting farther than a few meters).
On the right, BIS's M4 aimpoint. Notice that the aimpoint is just a dot in the middle of the aimpoint tube. If the aimpoint was a real one, the dot would not have been visible from the angle of the screenshot, as the point of impact can't be seen through the aimpoint.
comparative image (http://img96.imageshack.us/img96/9651/pic29kf9.th.jpg)
Take a look at the video (http://www.youtube.com/watch?v=kjT68A4jXs8) Freshman took for the Working aimpoint (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=69;t=61563) thread for a demonstration of a real reflex sight. Notice that the dot stays aimed at the teddy bear not matter from where you look at the aimpoint.
edit: while going through YouTube, I found this nice video (http://www.youtube.com/watch?v=9pKehYJGCFs) of an M4 shooting with a good close up of the bolt moving. It would seem that it should be faster than in the mod.
from here i got the idea that it was not working properlly. http://forums.bistudio.com/oldsmileys/huh.gif
am i wrong?
DarkGiver
May 9 2007, 19:33
yes.. you're wrong http://forums.bistudio.com/oldsmileys/smile_o.gif
yes.. you're wrong http://forums.bistudio.com/oldsmileys/smile_o.gif
okidoki http://forums.bistudio.com/oldsmileys/smile_o.gif
So the changed red dot is as in real life?
DarkGiver
May 9 2007, 20:06
I think we are not speaking about the new red dot or something else.. but we are talking about the method... and the actual method works fine... for my version of the trijicon reflex i placed the reticle farther than solus to have a better aim at medium range because an aimpoint sight also had a "zero point" and must be calibrated.
On the "real life" video.. maybe the red dot is on the center of teedy beer.. but not sure the bullet will really go at the same point http://forums.bistudio.com/oldsmileys/smile_o.gif except if the zero point is calibrated very close..
im kinda confused now,
i don't know wich demo version has it more simulated to real life http://forums.bistudio.com/oldsmileys/confused_o.gif
can you please link it to me?
am i wrong?
Probably what made you think that is "Notice that the impact is not exactly on the aimpoint". It's actually a good thing, and has nothing to do with Solus's aimpoint, but with ArmA's weapon modeling. When looking through the sights of a weapon, you don't see the exact location of the bullet strike. Instead, the line of the bore and the line of the sights are more or less parallel. This is a bit of a simplified explanation, to show what I meant while describing the picture.
A bit more technical on the sights: the sights are aligned with the weapon in a way that the bullet will cross the line of sight twice - one near the weapon and one far. The farther point is often called the zero-range or distance. It means that when firing to that range, the bullet will strike exactly there (ideally, windage and many other factors make it not quite perfect), while shooting farther will result in the bullet striking lower than aimed, and shooting closer will result in the bullet striking higher than aimed. Take a look at this picture:
http://www.loadammo.com/Topics/Octobe3.jpg
Of course it's quite exaggerated, but I hope it will help you picture it. Note that when firing closer than the first point will result in the bullet striking lower, as in ArmA's weapons, and as shown in the picture I posted.
edit:
im kinda confused now,
i don't know wich demo version has it more simulated to real life http://forums.bistudio.com/oldsmileys/confused_o.gif
can you please link it to me?
The first version (posted on the first page of this thread) has the aimpoint working fine. Only problems reported are some shadowing and other graphical issues. The best way to see that it's actually working is to free-look while not in sights mode and align you view so that you see the red dot of the aimpoint. Shoot, and you'll see that the aimpoint is working, since the impact will be where the aimpoint red dot is (aside from very close, where as explained it will be slightly lower). Try the same with the original M4 with aimpoint and notice that it doesn't work. Hope this clears your confusion...
The first version (posted on the first page of this thread) has the aimpoint working fine. Only problems reported are some shadowing and other graphical issues. The best way to see that it's actually working is to free-look while not in sights mode and align you view so that you see the red dot of the aimpoint. Shoot, and you'll see that the aimpoint is working, since the impact will be where the aimpoint red dot is (aside from very close, where as explained it will be slightly lower). Try the same with the original M4 with aimpoint and notice that it doesn't work. Hope this clears your confusion...
cristal!
thanks for the edit http://forums.bistudio.com/oldsmileys/smile_o.gif
Max Power
May 10 2007, 01:26
Further, if the bullets are not hitting exactly where you are aiming as they are not in that diagram, this is because a) the sights are zeroed to some spot in the distance (arma default for assault rifles I think is around 400 m) and the sight's floating red dot is also calibrated to some distance- often not the same one. That red dot in the video there was calibrated for 40 meters IIRC. So, if the rifles was zeroed for 40 meters, then the bullet would hit the spot where the red dot is at 40 meters. Since their zero is 10 times out of phase, and the bullets aren't coming out of the sights but at some point lower like in the drawing above, you can expect some error, especially at extreme distances or when you're spectating a distant target while not looking through the centre of the sight.
DarkGiver
May 10 2007, 13:55
I've just done an interesting discover when investigating the arma.exe :
To use the hide magazine feature used by default in the game simply use this code :
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
class reload_magazine { type="hide"; source="reloadMagazine"; selection="magazine"; hidevalue=0.10; };
[/QUOTE]
the 0.10 value indicate to hide the magazine after 10% of the reload sequence (when the hand is on it).
Le++: Thanks for those pictures! I've changed the magazine and bullets around and it should be closer to what those look like. I had to base it on the G36 magazine though so I think it's a little longer.
DarkGiver: Great find! Can't wait to give that a try! I also got that minvalue setting working, thanks for figuring that out too. What did you use to find that line?
DarkGiver
May 11 2007, 00:54
I didn't exactly find this line.. but i searched in the game exe for the Animation controler.. and i've found an interesting line... with the unkown animation type message... and the list of the animation type :
hide, translationZ, translationY, translationX, translation, rotationZ, rotationY, rotationX, rotation, disabled, Default_UVchange, UVchange, Mirror, Loop, Clamp...
And using the same logic i tried to test the "hide" one... and i also found the "hidevalue".. after some test that worked fine... http://forums.bistudio.com/oldsmileys/smile_o.gif
There is certainly some news things to discover http://forums.bistudio.com/oldsmileys/wink_o.gif
Big Dawg KS
May 11 2007, 02:50
So, this 'hideValue', I'm guessing it only works with the 'hide' animation type? Would be useful having something similiar for other anims.
DarkGiver: Alright, I found it too now, thanks! I've got it working with the magazine moving before being removed so it looks like the magazine slides out of the magazine well about synchronized with the hand movement and then disappears when the hand moves away.
KyleSarnik: MinValue might work for others similarly but I've got to test it out some more.
Here's version 1.2:
Changes:
Removed alpha hide texture for hiding bullets.
Changed XMS magazine and bullet layout to be more correct. Thanks Le++!
Made spring thicker.
Made Beretta and XMS magazines leave magazine well in synchronization with left hand movements then get hidden when reloading. Thanks to DarkGiver for figuring out how to hide parts and how to use the minValue setting!
Detailed XMS magazine follower and made it move all the way up the magazine so it can be seen when reloading.
Made visible bullets in XMS magazine move with the magazine follower and then stop when unseen.
Made all XMS bullets get hidden when empty.
SLX XMS Example 1.2 @<hidden> FileFront.com (http://files.filefront.com/SLX_XMS_Example_12rar/;7482356;/fileinfo.html)
SLX XMS Example 1.2 @<hidden> RogePost.com (http://www.rogepost.com/n/4502216136)
Looking great. The reload looks very well, actually looks like the soldier is removing the empty magazine.
Great work!
bravo 6
May 11 2007, 09:06
weee.. going to test now! dling..
i post feedback on an edit:
edit: It looks nice indeed, but when you pic the civilian, and look to the mag, in 3rd person view with soldier lean, you can see that the magazine is half full.. and it gives the feeling that misses some bullets in the magazine. Is this suppose to be like this?
Another thing: i personally would like to see a red dot smaller and the scope more defined and well finished, what about the rest of the people here?
Solus: can you implement that "special" recoil you've done ? http://forums.bistudio.com/oldsmileys/wink_o.gif
Al Simmons
May 11 2007, 09:19
I just tested it, wow very good work
DarkGiver
May 11 2007, 12:45
DarkGiver: Alright, I found it too now, thanks! I've got it working with the magazine moving before being removed so it looks like the magazine slides out of the magazine well about synchronized with the hand movement and then disappears when the hand moves away.
KyleSarnik: MinValue might work for others similarly but I've got to test it out some more.
Here's version 1.2:
Changes:
Removed alpha hide texture for hiding bullets.
Changed XMS magazine and bullet layout to be more correct. Thanks Le++!
Made spring thicker.
Made Beretta and XMS magazines leave magazine well in synchronization with left hand movements then get hidden when reloading. Thanks to DarkGiver for figuring out how to hide parts and how to use the minValue setting!
Detailed XMS magazine follower and made it move all the way up the magazine so it can be seen when reloading.
Made visible bullets in XMS magazine move with the magazine follower and then stop when unseen.
Made all XMS bullets get hidden when empty.
SLX XMS Example 1.2 @<hidden> FileFront.com (http://files.filefront.com/SLX_XMS_Example_12rar/;7482356;/fileinfo.html)
SLX XMS Example 1.2 @<hidden> RogePost.com (http://www.rogepost.com/n/4502216136)
Very good job Solus http://forums.bistudio.com/oldsmileys/wink_o.gif that's a great step for the community...
And now.. we need to find the other secrets... http://forums.bistudio.com/oldsmileys/wink_o.gif
Any idea on how to handle different muzzle on a weapon (by muzzle i mean.. another gun function.. like Grenadelauncher) to be able to animate the GL too.. i was not able to do that actually and it's very important... i also didn't found the source anim for fire selector... can be great too. Still searching...
But we progress fast.. certainly faster than BIS had expected http://forums.bistudio.com/oldsmileys/wink_o.gif
CameronMcDonald
May 11 2007, 13:00
Hell yes, it would be great if you guys could get the ole GL to pop open when reloading. Fantabulous, even.
Big Dawg KS
May 11 2007, 20:35
DarkGiver: Alright, I found it too now, thanks! I've got it working with the magazine moving before being removed so it looks like the magazine slides out of the magazine well about synchronized with the hand movement and then disappears when the hand moves away.
KyleSarnik: MinValue might work for others similarly but I've got to test it out some more.
Here's version 1.2:
Changes:
Removed alpha hide texture for hiding bullets.
Changed XMS magazine and bullet layout to be more correct. Thanks Le++!
Made spring thicker.
Made Beretta and XMS magazines leave magazine well in synchronization with left hand movements then get hidden when reloading. Thanks to DarkGiver for figuring out how to hide parts and how to use the minValue setting!
Detailed XMS magazine follower and made it move all the way up the magazine so it can be seen when reloading.
Made visible bullets in XMS magazine move with the magazine follower and then stop when unseen.
Made all XMS bullets get hidden when empty.
SLX XMS Example 1.2 @<hidden> FileFront.com (http://files.filefront.com/SLX_XMS_Example_12rar/;7482356;/fileinfo.html)
SLX XMS Example 1.2 @<hidden> RogePost.com (http://www.rogepost.com/n/4502216136)
Very good job Solus http://forums.bistudio.com/oldsmileys/wink_o.gif that's a great step for the community...
And now.. we need to find the other secrets... http://forums.bistudio.com/oldsmileys/wink_o.gif
Any idea on how to handle different muzzle on a weapon (by muzzle i mean.. another gun function.. like Grenadelauncher) to be able to animate the GL too.. i was not able to do that actually and it's very important... i also didn't found the source anim for fire selector... can be great too. Still searching...
But we progress fast.. certainly faster than BIS had expected http://forums.bistudio.com/oldsmileys/wink_o.gif
I'm not sure if it works with the reloadMagazine controller but you can define a custom controller for a specific weapon:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class AnimationSources
{
class MachineGun
{
source = "reload"; //The controller used for the definition of
//this controller.
weapon = MachineGun25W; //In the specific case of using the reload
}; //controller, the weapon class name.
};[/QUOTE]
Not sure if it works for different muzzles though, or if it works on infantry weapons at all (the above example is obviously for a vehicle).
Big Dawg KS
May 12 2007, 00:00
Ok, the "hideValue" seems to work when the controller input is equal to or greater than the value. But is there anyway to get it to hide when it's less than or equal to that value? I've tried minValue and maxValue but they had no effect.
Le++: Thanks!
bravo 6: I might update it next time with each bullet animated to keep moving with the magazine follower until they are all grouped at the top and look like the last two bullets, then hide them when they're gone. It's possible with the minValue and maxValue now so maybe someone else will be able to do that.
Al Simmons: Thanks! Great job on the G11!
DarkGiver: Indeed, I wouldn't have guessed so much would happen after releasing version 1.0! I don't think we'll find a fire selector source, but who knows. Maybe something can be done with the weapon setting like KyleSarnik suggested.
KyleSarnik: Interesting idea about the "weapon=" entry, maybe that might be a way to get animations working for grenade launchers.
Edit:
ZeroG_181: The space at the bottom of the magazine is for the magazine spring. It looks thin because the texture is squished, it's supposed to look thicker when compressed but I haven't thought of a way to make it like that yet.
ZeroG_181
May 12 2007, 11:20
On 1.2 the ammo starts half way up the mag, and it still uses up more ammo than it appears to have.
Jackal326
May 12 2007, 15:05
Thats because the rounds aren't loaded all the way to the bottom of the magazine (as previously established) and the rounds are loaded higher into the magazine than the base of the magazine well.
ZeroG_181
May 12 2007, 19:42
It still looks odd, i think. In the 1.0 version, it looked OK, but the rounds looked like they were being used up 2 at a time.
Col. Faulkner
Jun 30 2007, 00:28
Is it possible to make the bolt move forward on each
cycle rather than backwards as in all the examples so far? I'm
thinking of weapons that fire from an open bolt (Sten guns.
for example)
Panda[PL]
Jun 30 2007, 09:51
Yes it is, easiest way is to move the bolt to the backwards position first and then change the direction of movement to negative in config (or move end selection of axis behind start - if you're using "translation" and not "translationX" animation).
In the end it's a matter of trail and error, untill we get the new O2 that is.
You could alse check the racks weapons addon - it has Uzi in it IIRC.
BTW: Solus did forgot to mention and not all did notice: to make the axes work correctly you need a named selection in your resolution LOD:
Name: autocenter
value: 0
Otherwise axes get shifted.
Quote[/b] ]Ok, the "hideValue" seems to work when the controller input is equal to or greater than the value. But is there anyway to get it to hide when it's less than or equal to that value? I've tried minValue and maxValue but they had no effect.I tried to, but in no way sucseeded. My suggestion is to use rotation instead and rotate the parts you want to dissapear so that they hide inside the weapon:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class belt_hide1
{
memory=1;
type="rotationZ";
axis="hide_axis";
source="revolving";
selection="belt1";
minValue="0.07501"; // The minimum value of the motion range. i.e. The controller input when animation phase is 0.
maxValue="0.07502"; // The maximum value of the motion range. i.e. The controller input when animation phase is 1.
angle0="rad 180"; // The starting angle of this animation, where the animation phase is 0.
angle1="0"; // The ending angle of this animation, where the animation phase is 1.
};[/QUOTE]
If minvalue and maxvalue are close the rotation is not seen at all.
Col. Faulkner: Yes, like Panda[PL] said, you might be able to use a negative translation value for the offset1 setting in the config if using the "translationX" type, or using the "translation" type you can move the start and end axis points around in the memory LOD to get the bolt to move how you want. Using the start-end axis points shouldn't require any extra work with the config though.
Panda[PL]: Thanks for figuring that out about the autocenter setting, and good ideas for using animations to hide things! I saw the autocenter setting in the BIS models and added it to the XMS and Beretta just in case, so it never occurred to me what it affected.
I tried to dowload the sample (only link for armaholic works), but can't open with PBOView, it says: "it seems that it isn't an Arma pbo". I haven't tried other program than PBOView, I think it is probably because the sample is an old version. If someone can help me I should thank as I am learning to make addons. Thanks in advance.
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