Walking effects

General discussion of the Project Reality: BF2 modification.
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Flak Jacket
Posts: 8
Joined: 2008-03-15 23:55

Walking effects

Post by Flak Jacket »

Ever since Ive found out that Battlefield 2142 had the same engine as battlefield 2, ive been wondering. Can the Devs add the same runing effects as BF2142. One of the things ive loved about that game is the fact the camera shakes wenever you sprint. kinda makes you fell alot more involved...
Spec
Retired PR Developer
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Joined: 2007-09-01 22:42

Re: Walking effects

Post by Spec »

FH2 did something like that iirc. But it screwed some settings when playing other mods. So yes, possible.
LithiumFox
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Joined: 2007-07-08 18:25

Re: Walking effects

Post by LithiumFox »

yeah, that would give to that entire "wow this is a warzone" feeling you know? makes you feel more solid, not like a floating head XD

there's always a fix to that kind of stuff Spec... like... making it so that it checks to see if you have a PROPER BF2, then copying the files you ALREADY HAVE and making a new, stand alone PR mod. You'd probably have to talk it over with EA, but i doubt they'll care as long as it just copies the already installed BF2. That would make sure that the copyright IS protected, but allow extended modability =D (then after that you'd have to talk to Punkbuster...)

or you could go down the route of just saying "This will screw up other mods. If you are not only playing PR, then do not install this mod" or something =D

Edit: PS: This should be in the Suggestion Forum > >
akatabrask
Posts: 560
Joined: 2008-04-10 14:36

Re: Walking effects

Post by akatabrask »

afaik you just need to animate the camera for the 1p runninganimations so it shouldn't be any difficulities doing that
Chuc
Retired PR Developer
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Re: Walking effects

Post by Chuc »

We opted against that due to the fact that it induced motion sickness to a greater degree than other types of movements. It is easy, except try doing that to over 60 different sprint animations
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master of the templars
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Re: Walking effects

Post by master of the templars »

[R-DEV]Chuc wrote:. It is easy, except try doing that to over 60 different sprint animations
so you have to do it for each weapon animation?
Make nukes, Not war
azn_chopsticks_boi
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Re: Walking effects

Post by azn_chopsticks_boi »

[R-DEV]Chuc wrote:We opted against that due to the fact that it induced motion sickness to a greater degree than other types of movements.
i think this could answer you question :)
OkitaMakoto
Retired PR Developer
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Re: Walking effects

Post by OkitaMakoto »

master of the templars wrote:so you have to do it for each weapon animation?
Yepp. Coming from a non animator, how it basically is is that you need to go through each animation and add a camera bane[?] movement to it. So on top of the items movement while running/walking, you add the camera movement...but as they said, you gotta do it to each gun, weapon, handheld piece otherwise youd only do it with the stuff it was added to [much like AIX and their handheld minigun]

In advance, excuse any technicality mistakes. Its 3am, I got 3 hours of sleep last night, AND im not an animator :P
Surround
Posts: 609
Joined: 2006-12-10 23:49

Re: Walking effects

Post by Surround »

What about animation when your idling when standing. Not much, but enough that you couldnt so easily detect infatry from long distance.
rough77
Posts: 154
Joined: 2007-06-02 17:26

Re: Walking effects

Post by rough77 »

in reality your view doesn't change a lot when you're running... don't believe me? give it a try :-)
Conman51
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Joined: 2008-05-03 00:27

Re: Walking effects

Post by Conman51 »

rough77 wrote:in reality your view doesn't change a lot when you're running... don't believe me? give it a try :-)
ok now go try it with a 4 pound helment for a longer distance :-)
"It's not the size of the dog in the fight, it's the size of the fight in the dog."
-Mark Twain



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Scot
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Joined: 2008-01-20 19:45

Re: Walking effects

Post by Scot »

Also whilst being shot at and carrying not just a 4 pound helmet, but a big bergen, a rifle etc.
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