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 Post subject: Re: CQB_player
PostPosted: Mon Sep 10, 2018 12:36 pm 
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Sharp Shooter
Sharp Shooter

Joined: Tue Apr 02, 2013 8:56 am
Posts: 78
Location: Italy
Since coroner handle some animations via code (idle/raise/drop) i can upgrade ET+TCE (or ET+CQB) and currently I'm using only the animations of reload and attack and probably I can produce a good result (although not as good as I would like).
But the memory allocation size for md3 is poor and I can not add any additional animation for any future use such as mounting the silencer, watching the weapon or hitting an opponent with the rifle butt. The problem, however, exists and this limit freeze the the improvement and any new features or more detailed models.
In any case, I will inform the ET-Legacy team because it's a limit that also involves their graphic / artistic team.

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 Post subject: Re: CQB_player
PostPosted: Thu Oct 04, 2018 10:52 am 
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Sharp Shooter
Sharp Shooter

Joined: Tue Apr 02, 2013 8:56 am
Posts: 78
Location: Italy
Good and bad news as usual

the latest progress are:
- creation of a more detailed model of the ak47 magazine
- realization of the most detailed model of M26 grenade
- increase the resolution of the texture of the arms from 512*512 to 1024*1024 (made from scratch and now they are much better)
- realization of the pistol animation
- introduction of the weapons taken in the last CQB release in TCE as they are better implemented
- reuse of previous models of arms / hands (more detailed)

Unfortunately, there are also bad news. The main problem is that each weapon is bind to a specific model of arms/skins.
As you know the sniper class has models with short sleeves while the assault and recon classes have long sleeves.
In the limbo menu it is possible to make the appropriate distinctions in order to assign the specific weapons to the different classes.
The problem arises when a sniper take a weapon of recon/assault class from the ground and vice versa.
If you're a short-sleeved sniper and pick up a weapon from the assault class, long-sleeved arms appear (in fact, it inherits the arms associated with that weapon).

So one solution is block the possibility of take weapon of other class or don't use use short sleeves models.
Maybe the short sleeves player models can be choosed based on the type of map as you do for skins. For example you could use the models of short-sleeved players exclusively for tropical maps instead of temperate maybe acting on the .gear file by adding a gm_playerModelGroup type entry like this:

Maybe we can choose the short sleeves models of the players based on the type of map as you do for the skins.
For example we can use the models of short-sleeved players exclusively for tropical maps instead of temperate maybe adding something as gm_playerModelGroup in the .gear file like this:


gear_manager
{
gm_playerModelGroup "tropical" // models players tropical ...
gm_playerSkinGroup "tropical" // models players tropical ...
gm_playerVoiceGroup "default" // scripts voice temperate ...
gm_playerIconGroup "default" // gfx limbo temperate ...

gm_custom_weaponGroup "default" // custom default weapons ...


... but i'm afraid that at the moment it is not possible...

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