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id Tech 4 (Doom3/Prey/Q4) => id Tech 4 Models and Animations => Topic started by: The Happy Friar on July 31, 2019, 10:04:23 PM

Title: AR-15 test model I'm working with
Post by: The Happy Friar on July 31, 2019, 10:04:23 PM
my goal is to make the weapon more "real", so I've been messing with some code, script, & model setup's to achieve that.
currently the weapon is setup so that when you start with it, you're not to accurate, but once you hit the target X times (forget how many), you become more accurate.

the idea being the more the player practices @ the range, the better they get.
currently there is no "fire by the hip" option because that's not how I shoot, so it seems unrealistic when trying to hit a target.I might make one where you're just holding the firearm, but you can still pull the trigger & fire to the side.
Title: Re: AR-15 test model I'm working with
Post by: bitterman on August 03, 2019, 12:49:19 AM
It reminded me the hit maps in Q4:

https://modwiki.dhewm3.org/Texturing#q4-hit-maps (https://modwiki.dhewm3.org/Texturing#q4-hit-maps)

Perhaps source code from Q4 can help for your research.

Can you show the model?
Title: Re: AR-15 test model I'm working with
Post by: The Happy Friar on August 09, 2019, 09:31:07 PM
what specific you want to see of the model?  It's not my model, it's a really low poly test model I got from blenderartists.
Title: Re: AR-15 test model I'm working with
Post by: The Happy Friar on August 11, 2019, 12:55:17 PM
issue i'm having now is that the bullet doesn't have slowdown so i can't get the bullet to drop properly.  :)
Title: Re: AR-15 test model I'm working with
Post by: bitterman on August 12, 2019, 11:26:18 AM
Quote from: The Happy Friar on August 09, 2019, 09:31:07 PM
what specific you want to see of the model?

For better motivation, I suppose :)

Quoteyou're not to accurate

Are you used 'launchFromBarrel" feature and few animations with shaking gun for that purpose?

Thanks.
Title: Re: AR-15 test model I'm working with
Post by: The Happy Friar on August 12, 2019, 01:59:23 PM
Yes.  I modified the code to actuality fire from the direction barrel.  By default it would fire from the barrel at the player's view angle vs the direction of the barrel bone.
            //dir = playerViewAxis[ 0 ] + playerViewAxis[ 2 ] * ( ang * idMath::Sin( spin ) ) - playerViewAxis[ 1 ] * ( ang * idMath::Cos( spin ) );
            //use actuatly angle from muzzle bone vs player for firing direction   THF 2019/6/1
            dir = muzzleAxis[0] + muzzleAxis[2] * (ang * idMath::Sin(spin)) - muzzleAxis[1] * (ang * idMath::Cos(spin));

just change the first commented out stuff on the weapon.cpp to the new code.  Surprisingly easy.  I've done tests too, and having different firing animations I can actually change direction of fire now.  Pretty cool.  :) 
Title: Re: AR-15 test model I'm working with
Post by: bitterman on August 12, 2019, 10:10:12 PM
Rocket science :)

My old experiments with optical distortion (can be combined with gun model).
Title: Re: AR-15 test model I'm working with
Post by: The Happy Friar on August 18, 2019, 05:37:07 PM
https://www.youtube.com/watch?v=9iYxswf_2NI&list=PL87A443F762A27843&index=20&t=0s
using a target_setinfluence to place the players view at a camera which follows an entity & an animated model is spawned at the point of the camera.