Announcement

Collapse
No announcement yet.

Ut3 weapons with hands

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • replied
    Originally posted by 100GPing100 View Post
    @GreatEmerald: If I recall correctly, I think I uploaded the new version to Git. But you need to see the one I created (when I made the mistake and uploaded it again instead of uploading to yours).
    I don't quite follow.

    Leave a comment:


  • replied
    Originally posted by meowcat View Post
    @
    The only way to possibly handle mod weapons (without redoing everything) would be to spawn "static hands" that were attached to the weapon models at specific locations (like the way the mod "Damnation" handled the different character hands). Then you could use a configuration array (stored in an .ini file) that would include which bone to attach the hand to, what scale, rotation and position offset to use, and the name/class of the weapon. When a custom weapon was selected the "Hands Actor" could search the configuration array for a matching class/weapon name and then spawn and attach the hand(s) model.
    I'm not totally sure, but I think UC2 handled its varying race/character based hands this way. I think I remember seeing that in some UC2.ini type config files. I just figured it was something worth noting.

    Leave a comment:


  • replied
    @GreatEmerald: If I recall correctly, I think I uploaded the new version to Git. But you need to see the one I created (when I made the mistake and uploaded it again instead of uploading to yours).

    Leave a comment:


  • replied
    @ Barionyx: Yes, but it would involves a lot of artwork and some coding (and would not work with custom/mod weapons at all):
    1. having to synch up the hand animations to the existing weapon animations, or simply reanimate all of the default UT2k4 FP weapon models along with matching hand aniamtions in 3DSMax or Maya and export each as separate .psk objects.
    2. rewrite the weapon's RenderOverlays event to also draw the hands and set up some sort of system to spawn the appropriate "Hands Actor" (could be done using a linked ReplicationInfo or something similar) and store the reference. That "Hands Actor" could handle the periodic checks to update itself if the player's species or team changed. The variable bAnimByOwner should take care of synching the animation calls (maybe..).

    The only way to possibly handle mod weapons (without redoing everything) would be to spawn "static hands" that were attached to the weapon models at specific locations (like the way the mod "Damnation" handled the different character hands). Then you could use a configuration array (stored in an .ini file) that would include which bone to attach the hand to, what scale, rotation and position offset to use, and the name/class of the weapon. When a custom weapon was selected the "Hands Actor" could search the configuration array for a matching class/weapon name and then spawn and attach the hand(s) model.

    Leave a comment:


  • replied
    Just out of curiosity: Would such a system "weapons arms/hands per species" be possible to achieve in UT2004? (just in theory)

    Leave a comment:


  • replied
    Im not a specialist, but im almost sure that UT3 weapons cannot have hands at UT2k4 because its not possible, dont have the proper animations, like some hands like the Xan's Hands, if you look his right hand its closed, and dont have a animation to open that hand, if there had animations for their hands open and move the fingers should be possible, but it will require the animations for the weapons animations too, and every model from internet should have the hand animations for the weapons too, like the Deinonychus model, it uses his weapons on a thing he have on the shoulder, the hands were going to be useless, so, explaing better: Its not possible to do the hands because we dont have the proper meshes and proper animations.

    Leave a comment:


  • replied
    Well, having the pickup meshes is good enough, I can implement those myself pretty easily.

    Leave a comment:


  • replied
    @GreatEmerald I would implement the pickups visual on your mod, the problem is that when I compile the scripts that you gave me and I use the UT3 Vehicles mutator it crashes the game.

    The log says it is because of the UT3 Hellbender. I tought we got to a conclusion that it was something like the physics.

    Leave a comment:


  • replied
    Yeap, hands are not there because they would take too long to implement, the effect would not be that great, they would not be consistent with the player models and it would slow things even further. But the mod is GPL, so if you want to work on it, go ahead, the source is on Git.

    Leave a comment:


  • replied
    well yeah, i know it might hinder performece. but i was just bugged that there wasnt any, and as for the snipe rifle. hands are better, cus a bolt action that ***** it self? well the again this is Unreal tournament

    Leave a comment:


  • replied
    Originally posted by Barionyx View Post
    Or use the ballistic weapons hands...
    No, just kidding. For me, the hands are not that important if they don't have a visible function which is the case for most of the weapons except the stinger and the sniper rifle.
    But about it being hard to implement: Couldn't you just make the hands the same way they did in BW? It would just be animating work...
    Pretty sure the hands in Ballistic Weapons are actually part of the model. Like the knife for instace. The arm is actaully part of the weapon. That is not the case with UT3 weapons. (UC2 as well)

    The hands are per race and all of that mess, and the have thier own animations that have to match up with the weapon animations. When you port something you don't always use every animation for the weapons, or you might use more, or might have to even re-work some of them. I would even go as far to say that they could effect overall performance. We all must keep in mind that these weapons are very detailed for UT2004, and they are pushing the envelope for the engine as it is.

    It would be way too time consuming for such a negligable result. I personally like the Sniper Rifle better without the hand myself.

    Leave a comment:


  • replied
    yeah its not the same with out hands, but i guess it does makes sence off why he choose's not to make them. BW hands could work, and you can DL the hands for weapon modeling. but it would be best with out the hands i guess, great input guys thx

    Leave a comment:


  • replied
    Or use the ballistic weapons hands...
    No, just kidding. For me, the hands are not that important if they don't have a visible function which is the case for most of the weapons except the stinger and the sniper rifle.
    But about it being hard to implement: Couldn't you just make the hands the same way they did in BW? It would just be animating work...

    Leave a comment:


  • replied
    Actually, about the part were there would be hands not matching, I wouldn't mind, because the Sniper Rifle doesn't feels the same

    But indeed it would be pretty hard to implement it.

    Leave a comment:


  • replied
    I'm sure Emerald will see this eventually and maybe explain, but I know where he's coming from.

    For one thing the hands would be a MAJOR pain in the a$& to implement into UT2004. They would also look pretty strange since you're using hands that have more polys in them than some character models in UT2004. AND they don't match up. (WTF is this robotic looking human hand?)

    Just think about it from a consistency standpoint....not such a good idea.

    Leave a comment:

Working...
X