Scaled weapons

Developer discussion of experimental fixes, changes, and improvements.

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Postby Sepelio » Thu Mar 19, 2009 3:23 pm

Red Dragon wrote:Here is what i think:

positive:
- alignment is much better now and weapons are pointing at the crosshair
- position of some models is moved slightly to the left, i have now more the impression of someone actually holding a weapon

negative:
- "size": distance of some weapons are really too close, reducing vision
- some weapons are cropped quite much (minstanex, porto, hook)



I agree with this exactly. There are definately pros and cons. The weapons actually look like weapons now. The laser looks frickin' huge!
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Postby Mr green » Thu Mar 19, 2009 6:25 pm

i found the larger weapons hinder my view and my play. could we not have a player_weaponsV in the ADV settings to let the user set the scale?
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Postby terencehill » Thu Mar 19, 2009 7:25 pm

Watching the models here: http://svn.icculus.org/*checkout*/nexuiz/trunk/Docs/basics.html I've noticed that many weapons aren't placed in a good way.

Maybe the position should be adjusted a bit to match better the left hand (the hand that keeps up the weapon). IMO this hand should be as much in the middle of the weapon as possible but keeping an eye to the right hand: it shouldn't be far from the handle of the weapon. In this way they will still look better in the player's hand and in the first person view too, I think.

Laser: a bit lower
Hook: lower and forwards
Porto: ok
Shotgun: ok
MG: ok
HLAC: ok

Mortar: a bit lower
Electro: a bit lower
Crylink: a bit lower and more backwards

ImageImageImageImageImage

Nex: ok
MinstaNex: forwards
Rfile: a bit backwards
Hagar: a bit lower and forwards
RL: ok
TAG: more backwards.
ImageImageImageImage
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Postby FraNcoTirAdoR » Thu Mar 19, 2009 9:48 pm

I perfectly agree about the things terence mentioned. I still dont undertstand however, why are these weapons are aiming so high, please could someone explain it to me?

Anyway, seems like this guy who is holding it has extremely strong fingers, many weapons like crylink look to be held by only with the finger of the left hand :) Also as i mentioned earlier to esteel, the crifle seems to be totally screwed up with this angle of hold, feels like it has no length from the players view. I would also like to point out that nex aims a little higher with the current settings than the crosshair in first person view in my opinion.

Luckily i play with 105 fov, and even with this the weapons cover huge part of the screen out. I really feel bad for those who got used to the 90 fov setting, for them often 1/6 of the screen cant be seen in some cases.
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Postby Irritant » Fri Mar 20, 2009 4:55 am

Got a chance to check them out today, here are my thoughts:

1 - I'm glad the positioning was addressed, that was something that needed to be done to remove some of the "quake 1" feel, and to make them feel like they were shooting at what they were pointing at. The weapons mostly feel more powerful now, like modern games have gone since UT2k3 was released.

2 - The Hagar, GL, electro, laser are well positioned.

3 - The machinegun and shotgun sit too low.

4 - the Nexgun is way too far back, you should be able to see the scope.

5 - The RL probably needs to be slightly higher to feel bulkier.

Keep up the good work, weapon positioning is very tricky, takes alot of trial and error to get right.
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Postby divVerent » Fri Mar 20, 2009 8:59 am

terencehill wrote:Watching the models here: http://svn.icculus.org/*checkout*/nexuiz/trunk/Docs/basics.html I've noticed that many weapons aren't placed in a good way.

Maybe the position should be adjusted a bit to match better the left hand (the hand that keeps up the weapon). IMO this hand should be as much in the middle of the weapon as possible but keeping an eye to the right hand: it shouldn't be far from the handle of the weapon. In this way they will still look better in the player's hand and in the first person view too, I think.


Yes, but all this wasn't in the scope of motorsep's changes. He didn't touch the third person models at all, all he did was making animations for them that are stored in a separate file (h_*.dpm).

The weird up-aiming is because of the player model's animation, and not because of the weapon models. Fixing this would be a LOT more work. Also, it's easy to remake a fire animation from scratch (like motorsep did), but it's not that easy to reanimate a whole player model.

IMHO the player models should simply ALL be erased and replaced by good ones (or fixed versions of the current ones). But this will take years.
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