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Character Animations

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Lexx:
Well, longer aiming time is already due to the high ap use. You can't fire the next bullet until your ap are at least x high again.

avv:

--- Quote from: Lexx on February 18, 2011, 12:46:38 pm ---Well, longer aiming time is already due to the high ap use. You can't fire the next bullet until your ap are at least x high again.

--- End quote ---

But when you fire the first shot, aiming is done after the shot  ;)

Jimmy BoyX:

--- Quote from: Izual on February 18, 2011, 10:24:28 am ---
--- End quote ---
It's good for aimed shot.

LagMaster:
well, i was thinking a few days about this, but i think that the weapon models have a small problem:
The ammo mag is welded to the gun
that means that it will be a problem to take it off and put other one instead, i think we need to make separate meshes for the magazines, so we can make reload animations

i do not think is a big problem: we must just separate the cartrige and then fill the holes, how?

we move the mag's points and delete the supraface that are holding with the gun
we unite the points that where separated=>we got a separate mag
now we create a small box and delete a face(but keep the points)
now we put the box in the open space and we unite the coresponding points.

in theory this will only add only 12-20 pollys to the gun(the new made magazine) and we can move it where we whant, probably clone it for an reloading animation

i think i can do this in images, but i will need 3 models please: gauss pistol, FN FALL and 10 mm pistol(for tutorials, i got in mind 3 modes to make mags)

Haraldx:
Yeah... You are quite much right LagMaster. But... it won't add any polys. If the model already has the mag, we just divide it from the gun, ending in maximum of 2-4 polys... Need someone smarter than me to confirm this tho.

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