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Re: [Model] M2 Flamethrower [WIP]

Posted: 2012-11-13 01:31
by ExeTick
what does a rope have to do with M2 flamethrower?

Re: [Model] M2 Flamethrower [WIP]

Posted: 2012-11-13 03:07
by Psyrus
ExeTick wrote:what does a rope have to do with M2 flamethrower?
So it's a stream of fire, rather than individual projectiles.

Also I highly doubt the specialist rope's mechanics would be of any use here.

Posted: 2012-11-13 06:43
by ToonS
Honestly, I'd think you'd be better of having no pipes at all.

I don't think it would detract from the realism or quality. It would look better then having pipes sticking out at odd angles when moving at the hips if not joined, or a possibly clunky work around to join them, not to mention the amount of time someone would spend trying to figure that one little bit out.

Also, what would happen when you change weapons/equipment? There will still be a pipe coming out to connect to your pistol/shovel?

Re: [Model] M2 Flamethrower [WIP]

Posted: 2012-11-13 07:48
by Rhino
I would agree if you couldn't get the pipe to bend, then having no pipe in 3p would probably be best, just the backpack as the kit geom and then the hose, nothing inbetween.

It may be possible to make it bend thou, I just can't remember how the hell its done :p

Re: [Model] M2 Flamethrower [WIP]

Posted: 2012-11-13 08:27
by AncientMan
A skinnedmesh as a child of the weapon bundledmesh? Or even just have the weapon as a skinnedmesh completely? Obviously the mesh needs to be properly boned, weighted and animated, and it would need to actually work ingame without crashing :p , but a skinnedmesh is the only way to do deformable meshes in BF2, so would naturally be the first thing to look into if you're serious about it.

Re: [Model] M2 Flamethrower [WIP]

Posted: 2012-11-13 10:53
by Rhino
Doubt a skinnedmesh would work and both the SPG-9 and mortar are bundledmeshs that have there extending bits stretch so might be possible with that? But like I said, can't remember how its done :p

Re: [Model] M2 Flamethrower [WIP]

Posted: 2012-11-13 11:15
by AfterDune
Perhaps the easiest way is to just have a handle. The attached hose goes into the 'backpack' of the player, but isn't actually connected to it. Of course, I assume the player has a backpack in this case.

Of course a separate kit geo could be made for this, but that's a LOT of work :o .

Re: [Model] M2 Flamethrower [WIP]

Posted: 2012-11-13 11:27
by Rhino
Well pretty much 2/3 of the weapon is the tanks so you kinda need them :p

Also doesn't solve the problem of the pipe work but ye, making/implementing the backpack into the kit geoms would be quite a bit of work.

One thing to also note is that texture wise the backpack would need to be ideally part of the kit geom textures, or at the very least, separate from the hose itself.

Re: [Model] M2 Flamethrower [WIP]

Posted: 2012-11-13 11:49
by Pvt.LHeureux
lucky.BOY wrote:A shitty video of the FH2 flamethrower from 3p I found earlier:

[XFIRE]14e857[/XFIRE]

Dont know about the bending bit, agree it would look odd as part of the kit geom.

And the weapon is in their main build, you can find the gun under objects/weapons/Handheld/FlamethrowerM1A1 and the kit geometry under objects/kits/kitmeshes/kitmesh_flamethorwerm1a1 if anyone want to check them out in bfmeshview
It's bugg in this video because there is no flamethrower on this map AFAIK. Just a random bug I guess? Weird.

Re: [Model] M2 Flamethrower [WIP]

Posted: 2012-11-13 12:07
by AfterDune
Isn't that the map with the church in the west? If so, there's a flamethrower there alright :) .

Re: [Model] M2 Flamethrower [WIP]

Posted: 2012-11-13 13:59
by Arc_Shielder
It says "glitching" in the video's title for a reason. I can't find any other video of the flamethrower in the 3rd person though.

And yeah, I have no idea what that rope comment was all about myself. Need to go to bed earlier.

Re: [Model] M2 Flamethrower [WIP]

Posted: 2012-11-13 14:47
by AfterDune
Someone get a decent FH2 vid then, darn it :p .

Re: [Model] M2 Flamethrower [WIP]

Posted: 2012-11-13 14:53
by rodrigoma
there really should be a unity in all mod communities, it is stupid to have these quarrels about assets and even the difficulty of getting some info on how it is in the other mod lol
but its the way it is ;(

Re: [Model] M2 Flamethrower [WIP]

Posted: 2012-11-13 21:32
by LITOralis.nMd
What if the fulcrum and pivot of the kit geometry is set about 1.5 meters to 2 meters behind the lower spine of the player model?

The X and Y pivot could be set at different location from the Z fulcrum?

That would minimize all the distortions except the extreme 100% movement of X simultaneous with 100% Z movement?

Re: [Model] M2 Flamethrower [WIP]

Posted: 2012-11-14 10:07
by lucky.BOY
So after spending long time trying to connect to FH2 LAN server over hamachi so we could record a video of it (someone got a fool-proof guide on how to do this? I certainly need it), The only populated FH2 server switched to Op. Cobra, so we hopped on and after half an hour trying to cap Trainstation flag as americans, we got to film this short video for a bit (We died right after the end due to touching that little bit of flame on the chest to the right, its insta-death :P ).

TL;DR had to record in middle of fight, results in not so good footage.



Sorry for the dull start, i was talking to Arc without pressing the right button :P

Some observations:

The tank group is indeed part of the weapon, so it behaves like a part of it. When you just stand or walk around, it looks good, regardless of where you look. Problem is when you sprint, then it goes to the right side due to weapon going to the left side when sprinting. will probably be also glitchy when moving sidewards, as your back is kinda rotated against your weapon in this case, dont have a footage of that, though.

Also notice how the tank group almost never fits on the player model, its constantly a little bit off. I couldnt notice that happening ingame though, even when watching Arc closely. Also notice the hose connecting the wand and tanks is constantly somewhat moved away from the tank group on that end, probably due to problems/shortcuts with making the model. Also couldnt notice that ingame, even though i knew about it beforehand from bfmshview.

Re: [Model] M2 Flamethrower [WIP]

Posted: 2012-11-14 11:12
by Arc_Shielder
By using free camera when I died, I could see lucky.boy sprinting and the backpack inclined to the right side just like in that "Flamethrower Glitching" video of before.

Re: [Model] M2 Flamethrower [WIP]

Posted: 2012-11-14 12:00
by AfterDune
Doesn't look too bad though. If the only real/bad glitch occurs when sprinting, I'd be fine with that.

Re: [Model] M2 Flamethrower [WIP]

Posted: 2012-11-14 12:06
by Rhino
I would still do the backpack as part of the kit geoms myself rather than as part of the weapon.

Re: [Model] M2 Flamethrower [WIP]

Posted: 2012-11-14 12:58
by AfterDune
That would look even better of course.

Re: [Model] M2 Flamethrower [WIP]

Posted: 2012-11-14 17:26
by Psyko
how would you do the flames?