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Posted: 2008-03-07 22:58
by Mosquill
Jonny wrote:well having the camera in the players head at all
Also, if its just in zoomed mode for now, then zoomed mode wont be so bad to use when attacking somewhere, it could be like peering over a wall without being seen as easily.
And that is what I don't want to happen. When you zoom-in 3p animation lowers your head, and 1p animation raises it? That's just not right.
Also, since I'm going to modify those zoom animations anyway, I was thinking about making visual representation of deviation (head bobbing, hands shaking), because right now, all that deviation thing is just ridiculous (realistic, I know, but looks ridiculous). But I don't if have enaugh skills to animate that.
Posted: 2008-03-07 23:20
by Mosquill
Jonny wrote:What about an animation for walking around unscoped that also just raises your head in 1p? Surely that only needs to be done once? Then, if that works, you will have raised the players head at all times, so that they are looking out of the eyes.
Right now, there are different 1p animations for different weapon, so I would have to modify all the animations for all the weapons. If you just use 1 set of animations for all weapons, then it will look really weird because different weapons are held in different ways, reloaded in different ways and stuff like that.
I don't know if it's possible to animate only the camera bone (without hands and everything else) and then use it on all weapons.
edit: of course, I
could modify all the animations. But maybe we should think of an easier way first?
edit2: there are 1183 1p animations in PR. In order to raise the player's head at least 80% of them should be modified.
Posted: 2008-03-07 23:39
by Mosquill
Jonny wrote:I dont know if projectileStartPosition works WITH fireInCameraDOF, it would be good if it did but I dought it. I still think raising the camera is the best method though, the bullet then comes out of the barrel and you can add in a small up-down sway like breathing, nothing too obvious though, just a slow 1/2 degree kind of thing to put aiming off if you are not careful.
Anyway,
Druganov, 300m:
Theta = 0.173
m&v are the same as before.
All zero ranges I have given you so far use a height of 132mm.
OMG, that's IT! How could I forget about projectileStartPosition? It DOES work with fireInCameraDOF, I remember it
did work when I tested it.
Anyway, Drgunov at 300m will be ready in 10 minutes.
Posted: 2008-03-07 23:53
by BloodBane611
Vid would be sweet, but impressive work. Mad props to you two for working this out.
Posted: 2008-03-08 00:09
by Mosquill
Jonny, I've sent you a PM with dragunov. Also, I tried using projectileStartPosition and it works, but I don't know to what value it should be set. What kind of measurement does it use? Setting it to 0/0/-2 looks good, but we're gonna need exact values right?
Posted: 2008-03-08 00:26
by nedlands1
Dudes, the z-axis of the origins of some of the weapons aren't perfectly parallel (in the case of the G3A3) with the barrel. This leads to rounds being fired off to the side when "ObjectTemplate.FireCameraInDof" is set to "0". Other weapons have this origin off centre altogether (eg M16A4). You may want to look at overcoming these shortfall rather early on. I know it can be down with the positioned/orientated barrels though. Also, in most cases the camera is pretty correct. When relocating the barrel so it is the appropriate distance from the sight, the new barrel is only slightly below the model of the barrel itself.
Edit: may also want to see if you get deviant behavior from your tracer rounds with a purely animation/ObjectTemplate.FireCameraInDof 0/ObjectTemplate.fire.projectileStartPosition zeroing system. This can be done by aiming at a distant target, firing a lot of tracer round and recording it with demo.recorddemo [name of your demo]/demo.stoprecording. Make sure you copy the two demo files from the demo folder of your mod into, "D:\Documents\Battlefield 2\Profiles\Default\demos". In the community browser you should be able to see the newly created demo once you've done this. Use the commo roses to control the camera orientation.
Posted: 2008-03-08 01:17
by Mosquill
me wrote:...using projectileStartPosition ...bla bla bla... Setting it to 0/0/-2
Damn, I forgot that in bf2 Z axis is not up/down but forward/backward. I think projectileStartPosition should be 0/-0.132/0.
nedlands1 wrote:
Dudes, the z-axis of the origins of some of the weapons aren't perfectly parallel (in the case of the G3A3) with the barrel. This leads to rounds being fired off to the side when "ObjectTemplate.FireCameraInDof" is set to "0". Other weapons have this origin off centre altogether (eg M16A4). You may want to look at overcoming these shortfall rather early on. I know it can be down with the positioned/orientated barrels though. Also, in most cases the camera is pretty correct. When relocating the barrel so it is the appropriate distance from the sight, the new barrel is only slightly below the model of the barrel itself.
Edit: may also want to see if you get deviant behavior from your tracer rounds with a purely animation/ObjectTemplate.FireCameraInDof 0/ObjectTemplate.fire.projectileStartPosition zeroing system. This can be done by aiming at a distant target, firing a lot of tracer round and recording it with demo.recorddemo [name of your demo]/demo.stoprecording. Make sure you copy the two demo files from the demo folder of your mod into, "D:\Documents\Battlefield 2\Profiles\Default\demos". In the community browser you should be able to see the newly created demo once you've done this. Use the commo roses to control the camera orientation.
But we're not setting ObjectTemplate.FireCameraInDof to 0. So, weapons position/rotation does not matter, right? Or am I missing your point?
@Jonny: something's not right. That 300m Dragunov is actually zeroed at ~450m, is it your mistake or my mistake?
Posted: 2008-03-08 02:50
by nedlands1
Mosquill wrote:But we're not setting ObjectTemplate.FireCameraInDof to 0. So, weapons position/rotation does not matter, right? Or am I missing your point?
Ah I thought you were going to use it. The position/orientation of the origin shouldn't make a difference, I believe, then. With regards to the SVD, have you got the appropriate gravity modifier/drag/mass values in the projectile's file?
EDIT: May still wanna test the tracers with your method.
Posted: 2008-03-08 03:11
by zangoo
wait jonny have you figured out what the drag value means?
Posted: 2008-03-08 03:42
by Mosquill
nedlands1 wrote:With regards to the SVD, have you got the appropriate gravity modifier/drag/mass values in the projectile's file?
I think so, m=0.091 and g=0.666 as Jonny said.
Btw, next time, before recording a demo, try setting sv.demoquality to 10
via ingame-console. I'm not sure, but I think this should give you the correct bullet path in demo.
zangoo wrote:wait jonny have you figured out what the drag value means?
Same question from me.
Posted: 2008-03-08 12:19
by $kelet0r
well done guys
now that Mosquill knows the procedure and Jonny's figures are veru accurate, this should be interesting
Posted: 2008-03-08 16:11
by Masaq
Can we see some kinda demonstrator of it?
Posted: 2008-03-08 16:49
by Psyko

i am the direct result of the improved weapon deviation, i brought you guys together to help fix it! you may thank me later on my masterful forum thread posting abilities.
bang! and the dirt is gone.
Posted: 2008-03-08 17:10
by Masaq
Good work guys, ta.
Posted: 2008-03-08 21:09
by VipersGhost
Phenomenal! This really will elevate PR to a new level. I played all the Delta Force series games and they had quasi-realistic ballistics that lead to a LOT of player skill being added into the game...not just point and click. I can't wait to see the videos and it'd be a real shame for this to miss the 7.5 patch. Even if it took extra time to implement it, seriously lets get this in asap. I'm sure we could even get a bunch of people to download/beta test it easily and fill a server.