#21
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Not sure about what you mean by "they always look like in 4:3".
1-To "push the weapon forward" you can either try 1.1-opening every .CWeapon file and patching by hand o.Pos (very lame, but easy) 1.2-looking at function CWeapon:ClientTick2(delta) (in CWeapon.lua) and adjust the term(s) in z in ENTITY.SetPosAndRotRelativeTo (ok if 1.3 fails) 1.3-Look at the various self.Pos:Interpolate(self.PosZoom.... I suspect the core of the problem might be here. 2-I you want to stretch (actually schrink) the model in one direction (ie: make it less wide), well, honestly, go flak yourself 455 holes in hell, 'coz if I could stretch in only one direction, that would have spared me a whole lot of trouble in the symetry thread...I think. |
#22
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Thank you ! I don't know if I'll be able to fix that and include it in the FOV fix, but I'll definitely give it a try. (Except 1.3 : I certainly don't want to distort the models, so relax)
Widescreen gameplay should ideally look exactly like a 4:3 screen - only with extra "world" to be seen on the sides. The horizontal view should expand AND weapons shouldn't get "closer" in wider aspect ratios. Alas, that's what happens here and although it's hardly noticeable in 16:10 and 16:9, it's clearly a problem in TripleHead. And I care a LOT about TripleHead. |
#23
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First post updated : the FOV fix is available
I took the "very lame" way for fixing the weapons' positions in TripleHead, it seems to work ok (adding -3 to the third o.Pos value of each weapon). Flames on the fixed ShadowHand look like crap and I still need to edit/test some of the weapons, but I'm glad it can be fixed so easily. I'll release a separate FOV fix for TripleHead resolutions later. |
#24
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Quote:
1-demonstrike is referenced in CActor:Electrize(), demonstrike.lua and Idemon.citem 1.1-CActor:Electrize() is referenced through a commented line and demonstrike.lua via if Game.GMode == GModes.SingleGame then if obj and obj._died and obj.Electrize then obj:Electrize() end end -->demonstrike is SP only 1.2-Idemon.citem is in the "Pickableitems" directory and contains "o.Model = "skull" " -->WTF?! A pickable skull-demon shooting electric bolts?? Quote:
Somehow I think it has something to do with weapons never going through walls (see below) and "tpp 1" (third person perspective) console command showing only a big box. Quote:
where: -"flamerfireitem" is the name of the effect -0.1 is the scale -"ROOT" is the hardpoint to which the effect is bound --0.48 , 0.72 , -0.5 is the offset from the hp The big problem is that the offset is not in gun coordinates, so you have to tweak it when you change o.Pos [sights] If only the n***s at farm51 had put hardpoints at the right place, both we and they wouldn't have to use various time-consuming hacks to put FX at the right place. list of hardpoints ("joints") in the vampgun/flamer/vampshotgun: Code:
flamer_spawara flamer1 gun gun_root j_cam_look j_cam_pos j_cam_up joint1 joint10 joint2 joint3 joint4 joint5 joint6 joint7 joint8 joint9 k_index_root1 k_index4 k_index5 k_index6 k_kurek k_middle_root1 k_middle4 k_middle5 k_middle6 k_point_root1 k_point4 k_point5 k_point6 k_ring_end1 k_ring_root1 k_ring3 k_ring4 k_root_hand3 k_root_hand4 k_root1 k_thumb_end1 k_thumb_root1 k_thumb3 k_thumb4 bonename magazine rail rocket_launcher1 ROOT switch1 zamek1 zamek2 zamek3 zamek666 I'm going to investigate whether they wouldn't have messed up in the rotation/translation order. ** EDIT ** It's probably not translation/rotation but effect being in player OR camera coordinates insead of gun coordinates. Try putting:[WRONG THUS REMOVED] in utils.lua at line 905 instead of "PARTICLE.SetParentOffset(pfx,ox,oy,oz,joint,cox,c oy,coz,ax,ay,az)". I cannot confirm it works 'coz I got so angry at how they handle weapon/camera/player that I broke everything! ...now I can't turn the camera at all... ** END OF EDIT ** happy that way? (my only regret is that people won't notice the other thread anymore) Last edited by Gniarf; 03-31-2009 at 12:12 AM. |
#25
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What other thread?
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#26
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For those who tried the BindFx fix I posted in post 24, it doesn't work - sorry (actually it mixes relative and absolute coordinates=bad).
@Csimbi: nervermind |
#27
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Gniarf, thanks a lot again. I'm much more concerned about the Shadowhand FX than the flamethrower's tip, so if I can't get those to look better, I might just release the TripleHead fix as it is : correct FOV, ok weapons positions, 'flying' emitters.
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#28
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That's not justified: I did nothing.
Quote:
Anyway I hate dirty code, so during my NecroVisioN code cleaning pilgrinage I'm bound to fix those flying emitters (it's probably going to take a while so don't rely on me). |
#29
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First post updated : TripleHead fix released
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#30
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Thanks for the release (lol, unfortunately I only have one head).
As for the flying emitters: good news:I think I understood the problem bad news: dunno how to solve it (whine@devs?) short explanation:Weapons are in another plane of existence. longer explanation:Weapons are in another plane of existence - see attached picture. Where is it said that weapons are elsewhere? In CWeapon.lua, line 247:"self._Entity = ENTITY.Create(ETypes.Model,self.Model,"",self.Scal e*0.1, true, gunSort)". That ",gunsort" tells that weapons are to be drawn...dunno...over everything else? In a special gun reserved space? The thing is, flames are in "normal" space, so to keep emitters at the right place we should move them to the weapon space/astal dimention...but we can't: devs had to use a special hack hardcoded in the engine.dll (it's written in CWeapon.lua), but they didn't implement this hack for particles (afaik). personally I'd like to put weapons back in the "standard plane", but I dunno what to do when the player comes close to a wall. here is a screen of weapons when you remove the gunsort parameter: (notice how they go through the ground) |
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