Author: {wf}shadowspawn <shadowspawn_at_shadowspawn_dot_net>     Reply to Message
Date: 7/14/2003 2:58:25 PM
Subject: RE: {wf}shadowspawn

yea its still using the q2 positioning ("project source") of the fire/trace origin, and both hands work. you can see it with the smoke in that gunner avi, and railgun stuff. what you see tho when you are looking at a right handed or left handed player as they are firing is the first person perspective offset from the player's origin.

the guy who helped with the md3 code just fixed some bits using the q3 'tagged' weapon models also; and that will completely redesign some core things. i am now faced with 3 choices.

1.) keep it like it is and hope either someone out there knows how to do q2 style boned animation for the models wfa has, to bring them to fusion style; and can reskin to boot.

2.) rip out the whole q2 hand concept first person model display and port over to q3 tagged weapons and just use allot on polycount to substitute...

3.) figure out how to allow (ok, hack) both types based on model extension loaded in the code and fudge with the md3's origins or revisit each model to get them to work with a consistant projection source for the firing. Which would take allot of planning.

consistancy is key. right now the gunner is carrying around a q2wf megachaingun in first person, but 3rd it looks like the wfa chaingun. The nurse views herself carrying the dartgun I reskinned, yet is seen carrying around the wfa one with the laser sight. The blaster is just a placeholder.

Thing is tho that tagged weapons with wfa have things like views for the special grenades which would make life easier in parts of the code to display the marine holding the damn turret when he has it out.

  


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