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Re: Ironsight vs Optic Balance
Posted: 2008-05-23 09:46
by nedlands1
If you want different shouldering speeds you are going to need new animations to make it look fluid and so the player brings the right part of the weapon to the eye (eg. the ironsights are currently brought up to eye level with the M16A4 with ACOG).
Mongol, are you suggesting incorporating a range finder into all zeroed weapons?

Re: Ironsight vs Optic Balance
Posted: 2008-05-23 12:20
by Drav
to be honest I think the whole ironsight system is due an overhaul. Someone posted some video of modified 3d sights they were working on, and they looked a whole lot better than what we have at present. The reason ironsights work well up close is you can look over the sights and get good SA still. My only experience is with SUSAT, but having to look through it and around is quite difficult, and essentially it gets in the way. Its partly represented ingame at the mo, but I think proper 3d ironsights will help a lot more with this.
As for the reduced deviation for walking while aiming (for non scoped weapons), I think that is a brilliant idea. It is pretty difficult to look through a scope and move at the same time, even with both eyes open, whereas it is relatively easy with iron sights.
Re: Ironsight vs Optic Balance
Posted: 2008-05-23 13:21
by Mosquill
[R-CON]nedlands1 wrote:If you want different shouldering speeds you are going to need new animations to make it look fluid and so the player brings the right part of the weapon to the eye
Actually I'm already working on it. It's all a part of 3d sights project. You see, in order to make 3d sights look natural I have to slow down the zoom-in animation. But I can't slow down the iron sights without slowing down the scopes, or it will be too unbalanced.
Re: Ironsight vs Optic Balance
Posted: 2008-05-23 13:24
by DeltaFart
mosquil, how did you make the 3d sights? Did you just remove the sight parts of the model? Just what I'm thinking it is from plaiyng with 3DS
Re: Ironsight vs Optic Balance
Posted: 2008-05-23 13:48
by Mosquill
DeltaFart wrote:mosquil, how did you make the 3d sights? Did you just remove the sight parts of the model? Just what I'm thinking it is from plaiyng with 3DS
No, modifying Dice's models and then using them in a public mod is illegal afaik. I changed zoom-in animation and modified the tweak. The sights part can be removed with ObjectTemplate.zoom.zoomLod 0
Re: Ironsight vs Optic Balance
Posted: 2008-05-23 21:20
by DeltaFart
oh ok, just telling the game not to show that model.
and I didn't know about the first part
Woops there goes my AK101 mag replacement project (why didn't I remember that tidbit?)
Re: Ironsight vs Optic Balance
Posted: 2008-05-23 23:42
by PFunk
[R-CON]Mosquill wrote:No, modifying Dice's models and then using them in a public mod is illegal afaik.
That makes no sense. How is that limit even established? Why isn't just modifying the game engine in general illegal too?
I have an emoticon that I save for special occasions. This is one of them.

Re: Ironsight vs Optic Balance
Posted: 2008-05-24 00:22
by Mosquill
PFunk wrote:That makes no sense. How is that limit even established? Why isn't just modifying the game engine in general illegal too?
I have an emoticon that I save for special occasions. This is one of them.

Doesn't make sense for me either, if we were allowed to modify the meshes we would change/improve so many things. But people say it's illegal.