SS2 Shotgun Replacement - Doom3 Shotgun
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66473bbfaa2a3
29. September 2007, 04:03:15
#15
karmaQuote
The key is to make a model, change like it would a animation.Basicly if you have 5 animations to pump the front, you would make 5 diffrent models, each at a diffrent stage of the action, and somehow* allow those models to be played in a line after each shot.
Least thats how they did in in duke3d and jdoom before they ported the models over to quake2 "that used true key frames"
(i speak of the add-on's inhancements made to them years after, not the old games themselfs )
"shrugs"
06. October 2007, 23:26:54
SS2 already supports true rotating/translating joint animations for gun parts on firing.#16
You'll be able to see this in action in the upcoming version of SecMod.
07. October 2007, 16:59:47
#17
AssassinQuote
Quote by Nameless Voice:
When is it coming out?SS2 already supports true rotating/translating joint animations for gun parts on firing.
You'll be able to see this in action in the upcoming version of SecMod.
07. October 2007, 19:54:24
Sometime this year, thread hijack over. #18
11. January 2008, 01:00:49
#19
Digital HitmanQuote
Quote by Nameless Voice:
Only mêlée weapons have true animations; the guns are basically just static meshes.
Shotgun world model in .3ds format attached.
what about the Pistol Barrel sliding back?
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