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yelo battery and its effects / weapon movement
Posted: Wed Nov 28, 2007 10:11 am
by Pepsi
well as a few here know from xfire convos im having a slight issue with something in the new redux im doing. it has to do with the weapons placement in FP view in game. the only way i seem to be able to correct the problem im having is to use yelo to move the weapon where i want it but i have to ask..
is there a way to move the weapon in FP view without yelo? like a x,y cord or something in hmt?
we have tried the remodel thing and it moves the model but the chiefs hand placement stays the same and looks even worse. so i guess my question is..
can the weapon placement in FP view be moved like yelo does via a app like hmt?
Posted: Wed Nov 28, 2007 11:12 am
by BOB{MOD}
well to make the weapon be like further forward (i dont no if u can move them sideways without CE) but go to the bipd tag and click on mp bipd and change the "Camera Field of View" to 1.9999999 and that should position the weapon forward (well the camera backward)
Posted: Wed Nov 28, 2007 11:31 am
by Pepsi
yea, now the shotgun looks real gay doing that and so do some other things. that effects everything global and looks "cheap". im trying to figure out another way to move the weapons on their own in their own placement without yelo.
example..
make the needler on the left of the screen? not just a old camera trick.
Posted: Wed Nov 28, 2007 11:32 am
by UntalkativeBunny
i'd try animating. even thoguh i've don't know how easy/hard it is....i think you can do it pepsi; if you can give halo plastic surgery and makeup, you can animate something.
Posted: Wed Nov 28, 2007 6:28 pm
by SL!P
I can't get yelo cus I need to get a DRruntime which I can't so this sucks
DAMN
Posted: Wed Nov 28, 2007 6:39 pm
by BOB{MOD}
DRruntime?
Posted: Thu Nov 29, 2007 3:52 am
by UntalkativeBunny
probaly some sort of directx tweaking program.
Posted: Thu Nov 29, 2007 6:10 am
by conure
Open eschaton, with my scenario plugin, then click the weapon you wana change and go into main>floating point numbers> origin offsets.
That should work.
Posted: Thu Nov 29, 2007 9:39 am
by Pepsi
conure wrote:Open eschaton, with my scenario plugin, then click the weapon you wana change and go into main>floating point numbers> origin offsets.
That should work.
nothing moved, but it did effect the sound thoe making it sound like the fire was further away or something to that effect.
Posted: Thu Nov 29, 2007 10:03 am
by Altimit01
As I recall, it moves it for 3rd Person but not 1st Person.
Example thread with pretty pictures.
No info on 1st Person though besides FOV.
Posted: Thu Nov 29, 2007 10:37 am
by fritz_da_monkey
I looked in to this, and I think you can do it by moving the model, then the markers for the hands in the model tag. That means using guerrilla to edit the markers, but it might work.
Posted: Thu Nov 29, 2007 11:08 am
by Pepsi
yeah, this is becoming a nightmare in a way but im sure a answer will come up. also mind you im trying to achive this without rebuilding or loosing the changes ive set in my maps now. i have 15 maps with PMI work and dont want to redo all them cause a weapon looks goofy in game.
meh.. i might just leave it be.
btw, i wrote a pimp tut. check it out. im going to work now. peace ppl.