Weapon animations & muzzle flash

Developer discussion of experimental fixes, changes, and improvements.

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Weapon animations & muzzle flash

Postby mangopork » Sun Aug 20, 2006 8:34 am

(Please understand that I'm not a demanding idiot, I get that there are technical considerations and difficulties to overcome with the implementation each idea, so understand this as I post onward 8) ).

I think some of the weapons could use more active animations.

I'm not expecting pixar here, but more "kick" or recoil on the shotgun and machine gun, for example, would be very useful. Perhaps it could even be enveloped as a numerical value for the weapons edit menu (which, by the way, is a BRILLIANT feature, THANK YOUTHANKYOUTHANKYOU)

Also, as I am sure you are aware, the muzzle flashes on the shotgun and machinegun are lacking.
Again, I don't expect or demand FEAR on this, but some better effects in this regard make the weapon FEEL more powerful and effective. It adds to the whole experience.
'
At the very least make these features on par with quake three. You've done this with most of the weapons, not all of them. The laser-based weapons look rather good, for example.
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Postby esteel » Sun Aug 20, 2006 11:49 am

Were to begin.. first there ARE muzzle flashes its just that those are spawned at the position you fire. Try standing still while firing or walking backwards. Its not very nice but currently can't be made better with the current models. Also all those weapon models are about the oldest things in Nexuiz and are lacking features and need a remake.
Yes we SEEK modeller like crazy to fix this and also create better models (players, guns, items) but its very very hard to find talented people wanting to help. That is a very very big problem at the moment.

Do you really mean the recoil animantion? Its controlled in the code and should be easy to change but i do not really see a point in it :).
If you mean the push from the weapons: Currently all the hitscan weapons (shotgun, mg, nexgun) have a push depending on the damage they deal. Without looking closer at the code i have no idea how easy this can changed.
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Postby Shoe » Sun Aug 20, 2006 4:21 pm

I think he just means more interactive weapon animations, because at the moment, the animations for the models seem very static... you see the whole weapons move, but there's not much going on with the models themselves. I think this has been discussed before, but again, the problem of the modellers is really hindering this.
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Postby esteel » Thu Aug 24, 2006 2:39 pm

It seems there is only one fire-animation in the models and this one fits the machinegun but so told there are plans to make this better as soon as the team gets a few modellers into their hands :)
Oh and i think one model even has problems with the walking animation :(
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Postby leileilol » Fri Aug 25, 2006 6:25 am

sorry about my flashes, but they sure beat the horrible old ones. :X
field hockey
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Postby esteel » Fri Aug 25, 2006 9:36 am

Huh? The muzzle flashes itself are wonderful the problem with them is just that they can't be attached to the gun. They will just display at the position you fired. So when you fun forward while firing you 'overrun' them and do not see them and if you run backwards you can see a 'trail' of muzzleflashes :)
However that should be solvable with weapon models that allow attaching at the PROPER positions :)
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Postby upQuark » Fri Aug 25, 2006 10:42 am

I actually posted a thread about this a while ago.... it seems that the lack of a good modeler is causing quite a few problems. Why don't we put some big and clear "Help wanted - modelers needed" announcements out on Nexuiz.com, PlanetQuake and QuakeDev?
"I enjoy working with people." - HAL 9000
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Postby Shoe » Fri Aug 25, 2006 4:20 pm

ModDB, as well.
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Postby mehere101 » Tue Aug 29, 2006 2:33 am

IIRC I made a muzzle flash that was a little better than the one currently included, I could post it if someone wants to take it and build on it.
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