If possible, don't know if you can do it, maybe for when the M1 Garand runs out of ammo, have the bloc clip popout when running out of ammo. I think FH2 manage to do that with their's. Would be cool, might take awhile. But keep up with the good work.
It's how it will be for next update. The only problem with that system is that you can't reload mid clip, so to reload you have to shoot all your bullets. Kind of crucial when infiltatring..
Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Doesn't matter, the SKS and Lee Enfield are like that too in main PR. The SKS's reload animation involves having the animation start with the bolt locking back to the rear as if the last shot was fired. So basically with the garand the clip ejection would need to be the opening frames of the reload animation.
Fixed my "zoom" problem, now eveything is perfect. Except the thompson, the editor won't load it, it crashes when it does, give me memory error. I can load it in the object editor but can't see any of it's animations, gives me a memory error
Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
i got reloads for the bazooka and the thompson done just going to finish up the rest of the small animations for those weapons and get hautecloque to export them for me. I started them back in december and couldnt export them due to errors in how i set max and the editor up, but mosquill helped me fix it.
Maybe leave those weapons for me to do? i only have three weeks of college left and i can get the thompson animations done over this weekend maybe. It would suck if my time was wasted.
You mean, you want to make the 3D iron sights for the Thompson? I didn't really do any animations for now, just made 3D iron sights and a reload animations for the ZB.cz 26
Also why do you need to export animations? what do you use to make them? I didn't need to export them when I made mine
Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
how do you mean? Chuc's tutorials, (THe seekrit ones) uses the bf2 POE2 tools. Where you create a .BAF by exporting directly into the animation directory.
Also yea, im doing full animations because the original ones are copys of other ones and they dont look very "project-reality-esque"
As for the thompson, i took that lousy 2d image out of the weapon when i was stripping it so when i export it it should have 3d site anyways.
ok. LOD1 isnt a problem i have to get rid of all unessesary LODs when animating anyway for 1p.
but just so we are signing from the same hymn sheet. Ill take the bazooka and the thompson. I did a lump of the reload for the bazooka there today. going to finish it tomorrow and try to get my editor working again.
Some of those Pn animationsystem files need a good spring cleaning. a bunch of the targets are canabalised off other weapons and they wont match so essentially any new weapon going in has to have all the file addresses changed either while exporting, or in the system file or both. Its a pain but it looks like im going to have to do a Chuc and figure all that shite out for myself, because those useless goons over at the bf2editor forums have obsconded and apart from chuc's tuts, theres nothing to go on.
The canabalised thing is easy to sort out. For exemple if the K98 use animation from the 1p_ak47_sprint, just copy it and move it in the same folder than the k98\Animations\1P. Then in 1p animationsystem file just change the destination folder to the good one.
I'll send you my current files in a PM so we don't get 2 sets of animations.
Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Btw, we're most probably going to use the Greasegun from Vietnam. And the Thompson, I have a new one that's better looking than the one that comes with the original installer. I'll send you the files.
And regarding using the AK47 animation file, that's fine, but if you copy it to the K98 folder, make sure to rename it properly as well (so it has K98 in the filename, instead of AK47).