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 > >> > >> _______________________________________________ > >> To unsubscribe, edit your list preferences, or view the list archives, > >> please > >> visit: > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please > > visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > Kerry Dorsey > Dorsey & Associates, Inc > 55 Monument Circle > Suite 1022 > Indianapolis, IN 46204 > (317) 803-2022 > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders