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Regardless whether moving the gun is possible, resting it on the shoulder would mean the right hand can stabilise it alone and the left hand is free to manipulate the gun's display or lie flat on the gun, fingers pointing up.

6740d11e15d6aJMP Jack

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I was thinking the same thing about the pink transformer (?). I will split faces creating a new sub-object and add a metal1 texture (scaled to 256x128).
Anyway, this is a new position
[System Shock 2 05.28.2017 - 10.11.13.09.png expired]

6740d11e15eddvoodoo47

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so this can be adjusted in the model too. anyway, would move it a bit down, now it really feels like covering up half the screen.

6740d11e161d8JMP Jack

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Regardless whether moving the gun is possible, resting it on the shoulder would mean the right hand can stabilise it alone and the left hand is free to manipulate the gun's display or lie flat on the gun, fingers pointing up.
Mmm... I think the best idea is the grip under the body with a trigger (electronical) for a reason: the gun is more stable and comfortable to handle. Without grip the weapon become to heavy on the front side.
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I was thinking the same thing about the pink transformer (?). I will split faces creating a new sub-object and add a metal1 texture (scaled to 256x128).
Anyway, this is a new position
You don't need to split it to assign a new texture to it

6740d11e16711JMP Jack

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Yeah, I've already noticed. Just assign material to selected faces.

6740d11e1681cJMP Jack

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"pink thing" removed
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6740d11e1691bvoodoo47

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as mentioned, would move it down - if your weapon is getting cut off by the top border of the screen, then you know it's sitting too high.

and yeah, definitely better off without the pink part.

6740d11e16a28JMP Jack

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I've lowering a bit. If it's too low seems like an assault rifle instead a big gun.
I start and quit the game hundred time to test the weapon position. Is it possible to know the right coordinates of the camera in blender?
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6740d11e16afbJMP Jack

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edit: I've also assign the metal1 texture to the panel with red big switches

6740d11e16e86JMP Jack

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Well, you can most certainly throw that rigging away.
For static models like the weapons (except the melee weapons) you can't do animations like that.
What you do is to seperate the parts that should move from the main model and add a constraint. Now in the game editor you "program" how they should move in certain occasions, like shooting.
At the Bits and bobs for Blender wiki under "Subobject Motion" is a description on how to set it up.
I think I might even have a simple model I could upload for you to take a look at.
Thanks Olfred. I've try to follow the instructions. Seems to be simple but when I extracted the model, doesn't work in game.

Split faces > create new object > parent with main object > add constraint (local space) > extract, but nothing works.

I try also to import tacticool pistol: I don't touch anything but when I extract the mesh and start the game, the handgun slider doesn't work anymore.

I think It's an exporting problem.
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You're right. It doesn't work for me as well.
But it did work a while ago, just can't remember which version of the exporter it was.
This is something nemyax would have to fix.
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JMP Jack
Can you upload the .blend file?
Are weapons static models though? I thought viewmodels were NPCs in Dark.

6740d11e174c2JMP-Jack

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JMP Jack
Can you upload the .blend file?
Are weapons static models though? I thought viewmodels were NPCs in Dark.
Sure.
I put left arm, then I imported tacticool files (bin)
[Assault Rifle Blend.rar expired]
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JMP-Jack
Which parts should move? Give me an export-ready model please.

6740d11e176a4JMP-Jack

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Sorry. Wrong file.
[Assault-Rifle-FINAL-FIXEDcon.rar expired]
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JMP-Jack
Your maximum is less than your minimum in the settings. That might be the problem.
Also, make sure the sliding part is aligned with the rifle body. And I suggest you turn off all check boxes in the constraint options so they don't affect the actual transforms in the scene. The Y axis settings have no meaning to the exporter, by the way.

6740d11e17aceJMP-Jack

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JMP-Jack
Your maximum is less than your minimum in the settings. That might be the problem.
Also, make sure the sliding part is aligned with the rifle body. And I suggest you turn off all check boxes in the constraint options so they don't affect the actual transforms in the scene. The Y axis settings have no meaning to the exporter, by the way.
If I add positive values in the maximum, the slider doesn't move. For some reason the control are inverted.
ps. before extract I always unchecked the boxes.
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Doesn't min -0.25 max 0.0 work correctly?
Try turning the slider's coordinate system around so that X runs in the opposite direction.

6740d11e17cd6JMP-Jack

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Nope. The min moved the object only with positive values and the max only with negative values. If I checked the min x with default value (zero), the object move to the left on the x axis (towards the rifle barrel).

6740d11e17dbaJMP-Jack

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edit. I think It's a export problem: if I import tacticool pistol and export without touch anything, the slider doesn't move.
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Try this one.
[rifle.zip expired]

6740d11e17f6aJMP-Jack

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Doesn't work. I have blender 2.77a. Should be work if I downloaded a previous release?
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