Thank you Kerry.

--Richard

> From: kdor...@dorseyinc.com
> To: hlcoders@list.valvesoftware.com
> Date: Thu, 9 Sep 2010 18:41:13 +0000
> Subject: Re: [hlcoders] How does iron sights in COD work?
> 
> Some of the most proficient talent on this topic wrote the Heat of Battle TC
> for COD4, etc. Check out www.heatofbattle.net and drop BB1 a line. Tell 'em
> Boogieman sent you.
> 
> --Kerry
> 
> 
> On 9/8/10 9:13 AM, "KnightmareRichard" <assaultar...@hotmail.com> wrote:
> 
> > 
> > Thanks Michi! That helps a lot!
> > 
> >> Date: Wed, 8 Sep 2010 00:10:41 -0400
> >> From: silverpowe...@gmail.com
> >> To: hlcoders@list.valvesoftware.com
> >> Subject: Re: [hlcoders] How does iron sights in COD work?
> >> 
> >> On 09/07/2010 10:34 PM, WRNM wrote:
> >>> 
> >>> Guys I'm sorry I know it's not the right place to ask, but since I didn't
> >>> found anything helpful on Google so I'm asking it here.
> >>> 
> >>> So does anybody know if the ironsights in COD series, especially in COD4,
> >>> COD5 and COD MW2 were code based (like Jorg or Z33y's iron sight codes), 
> >>> or,
> >>> animation based?
> >>> 
> >>> Just for curiosity, since I thought that MW2 had so many attachments and 
> >>> it
> >>> seems impossible to make all the animations for all combinations.
> >>> 
> >>> Thanks,
> >>> 
> >>> Richard
> >> 
> >> I don't have COD4 installed to check, but ISTR it was code-based - just
> >> really fancy and refined and properly blended. That said, I'm pretty
> >> sure the new-gen CODs (the ones you listed, not the ones on the
> >> hacked-up Tech 3 engine) use filler animations for these states, much
> >> like Stalker does (in all versions after irons were added, including the
> >> betas). This is so that you don't have to do silly hacks just to
> >> stabilize the aim, and can implement the recoil code-side rather than
> >> through canned animations, which are really frustrating to work with
> >> when you're trying to balance things. Especially on Source, where the
> >> pipeline is harder to work with than most (Stalker's is worse in some
> >> areas, better in others - be glad studiomdl is actually *stable*, and
> >> only crashes in well-documented ways, unlike Stalker's .object/.ogf
> >> import methods).
> >> 
> >> If you want to implement irons properly, use z33ky's code, and create
> >> new activities for idle and fire aiming positions on your viewmodels.
> >> Idle should be a single frame, and make sure your animator tests their
> >> fire anims with irons. (If they've done aimables, they can do this.)
> >> Also remember to implement rendertarget scopes - as much as I love
> >> Stalker, I wish they'd bothered with implementing proper rendertarget
> >> support instead of half-assing it with 2D overlays. rendertarget with
> >> irons looks so much better, and done right, looks very professional.
> >> (It's how Crysis does it, if you want a game example that's not COD.)
> >> 
> >> --michi
> >> 
> >> _______________________________________________
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> >> please
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> >> 
> >  
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> 
> Kerry Dorsey
> Dorsey & Associates, Inc
> 55 Monument Circle
> Suite 1022
> Indianapolis, IN 46204
> (317) 803-2022
> 
> 
> 
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