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Posted: 2008-03-09 13:52
by Mosquill
[R-MOD]Masaq wrote:Johnny - 150m might be worth adding. The advantage of a semi-auto DMR is that you can use it relatively closely, too.
Mosquill - The comment about wind I from Johnny was down to the fact that in the reference picture you posted (also- I'd just be careful about using other games as reference works - always try a google image search too!), the sloping line in the bottom left (I assume) is to help with calculating windage.
As really can't get wind in-game (please, tell me I'm wrong!) it's less important that those kind of elements are absolutely perfect.
Nope, that thing is for determinig distance between you and something that is 1.7m tall

. Get it now? And you guys are starting to annoy me with that "please tell me I'm wrong"

(although wind
may be possible after all)
Posted: 2008-03-09 15:27
by zangoo
Mosquill wrote:You would have to match 1p/3p animations, not just move 3p to the right. And I think using python this way would lag the server too much.
edit: oh and I don't have xfire, but I'll install it later.
yha if you rotate it to the right then the 3p animation will shoot the bullet in the same direction that 1p sees. cus right now for most weapons the animation is rotated to much to the left so the bullet goes off, but if you were to rotate it to the right then it would shoot in the same place for 1p and 3p. also the python would only need to change 1 value and only when the player changed the range that the gun is zeroed, so unless you have a team of snipers changing it i think it would be fine.
Posted: 2008-03-09 16:15
by Mosquill
zangoo wrote:yha if you rotate it to the right then the 3p animation will shoot the bullet in the same direction that 1p sees. cus right now for most weapons the animation is rotated to much to the left so the bullet goes off, but if you were to rotate it to the right then it would shoot in the same place for 1p and 3p. also the python would only need to change 1 value and only when the player changed the range that the gun is zeroed, so unless you have a team of snipers changing it i think it would be fine.
Ok, I've finally figured what
exactly it is. And it's a 1p/3p missmatch. And I've figured that weapons have a seperate 3p animation for hands only (didn't know that before). So to fix this I would have to match something like 2000 1p/3p animations.
Although I really would like to see fireInCameraDof = 0 with correct 1p/3p animations. That would be much more realistic.
@Jonny: I still don't know why zeroing doesn't work correctly. And what about drag? Is it working? Are we going to use it or what?
Posted: 2008-03-09 17:18
by Mosquill
Yes, I'm sure I've set it to 0.173°. Then I've set g=0.666, m=0.091, v=830, drag=0(by default), removed recoil and the gun was zeroed at ~450m. How do you determine the distance (600m)? Are you using a range-finder?
Also, I've tried 30° in animations, and it looks just as 30°.
Posted: 2008-03-09 17:25
by BloodBane611
Mosquill, you're changing the animations via the BF2 editor right?
It seems that you have a lot of animations to do, if you're looking for help I'm sure there are people (like me) who would be willing to help if you give us a little tutorial on it, once you've got it all figured out.
Posted: 2008-03-09 17:40
by RasdenFasden
[R-MOD]Masaq wrote:Johnny - 150m might be worth adding. The advantage of a semi-auto DMR is that you can use it relatively closely, too.
Mosquill - The comment about wind I from Johnny was down to the fact that in the reference picture you posted (also- I'd just be careful about using other games as reference works - always try a google image search too!), the sloping line in the bottom left (I assume) is to help with calculating windage.
As really can't get wind in-game (please, tell me I'm wrong!) it's less important that those kind of elements are absolutely perfect.
The slope is actually a rangefinder. You place the target (man size, around 170cm) between the 2 lines. The numbers above the line x100 are the distance when the target "fits" there. Here's how a nifty PDF manual for the scope I found describes it:
"8.1 Rangefinder
8.1 The rangefinder works by placing the target (1.7 m or 5’8” in height) between the
horizontal and the top reclining line with numbers. On the reclining line locate the number
closest to the point where the target touches the line. Multiply that number by 100, this is
the distance to the target in meters. 1meter = 1.11 yards."
Smart and simple system.
Posted: 2008-03-09 17:50
by Mosquill
BloodBane611 wrote:Mosquill, you're changing the animations via the BF2 editor right?
It seems that you have a lot of animations to do, if you're looking for help I'm sure there are people (like me) who would be willing to help if you give us a little tutorial on it, once you've got it all figured out.
Thanks, but don't worry I'll handle it. It's not really that hard once you've figured out how all these stuff work.
RasdenFasden wrote:The slope is actually a rangefinder. You place the target (man size, around 170cm) between the 2 lines. The numbers above the line x100 are the distance when the target "fits" there. Here's how a nifty PDF manual for the scope I found describes it:
"8.1 Rangefinder
8.1 The rangefinder works by placing the target (1.7 m or 5’8” in height) between the
horizontal and the top reclining line with numbers. On the reclining line locate the number
closest to the point where the target touches the line. Multiply that number by 100, this is
the distance to the target in meters. 1meter = 1.11 yards."
Smart and simple system.
Thats what I said

Posted: 2008-03-09 18:10
by Mosquill
Who the hell is she? OH, I get it, you're upset because you actually didn't know that. HA HA HA. The Great ballistics master was unable to recognize a simple optical range-finder. LoL.
Anyway, you didn't say anything about drag! Now it finally makes sense. Let me guess, the zoom-transition glitch is still there right? Then you're using the OLD version of SVD zeroed perfectly at 600m.

Posted: 2008-03-09 18:38
by Mosquill
Oh well, I could easily miss 2 small threads you know

. So... do you have the zoom-transition bug or not?
Posted: 2008-03-09 18:47
by OkitaMakoto
With so many threads it might be a good idea to just all agree on one official WIP thread for you guys to post in and share files/ideas. Would cause less confusion and would give you all one defined place to communicate.
Something in Community Modding perhaps?
Just a thought, since this is actually a thread for a members question on the scope markings being made accurate and not an actual "WIP" thread

Posted: 2008-03-09 18:56
by Mosquill
Jonny wrote:The one where it doesn't look smooth and kind of jumps?
Ha-ha. So you DO have it. Congrats Jonny, you either forgot to replace the animation files or replaced something wrong.

The zoom-bug have been fixed for the 300m Dragunov.