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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: 79
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: 79
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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 Post subject: Re: CQB_player
PostPosted: Mon Dec 10, 2018 12:20 pm 
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Sharp Shooter
Sharp Shooter

Joined: Tue Apr 02, 2013 8:56 am
Posts: 79
Location: Italy
I'm still working to the animation of the arms and closisng the Z_TCE_players package.
The limit of the maximum number of frames for the md3 that I had previously discussed that is very serious and penalizing. The consequences are:
1) the animations need to be adaptable to more weapons, so are less precise and less realistic
2) the animations must be short as posssible to save memory (so for example no check of empty chamber before reload and so on ..)
3) the use of accessories via tags becomes very uncomfortable.

So I'm making animations that can be reused for multiple models of weapons and seems good in game but must be tuned for the number of frames per second (btw increasing the number of the fps mean more fast, but also mean less precision since miss some frame) and for the correct position of the sight respect to the point of impact. I can't really understand why the game only handle the last shot animation for pistol and not for rifle, this is inexplicable.

As I have already written, seems that TCE/CQB can not manage the third-person arms models with short sleeves (without touching the code), so I have modified the sniper class models (specops and terror) and I added long sleeves. The short sleeves player models are moved in a "tropical" directory for future use. I'm also using only arms models with long sleeves in the first-view for the same reasons.

Currently I have ported from CQB to TCE these weapons models: AK47, AK47 + M68, SG552, SG552 + Reddot, Beretta92fs, Desert Eagle, P226, Glock, Usp40, Wilson1911
In my opinion, all the weapons need to be optimized and made it next-gen compliant by redoing a UV map of the models without overlap. Many weapons meshes are out of scale, need to be improved or completely replaced. The texture skins are generally all excellent.


Keep in mind that UV map and SmoothGroups heavily affect the number of vertices of the md3 model. For example, this is the result of the same cube exported to md3 but with different UV maps / SmoothGroups:

Mesh <Box01>: 12 Triangles, 8 Vertexes (+16 verts for SmoothGroups, +0 verts for UV map)
Geometry Total: 12 Triangles, 24 Vertexes

Mesh <Box01>: 12 Triangles, 8 Vertexes (+0 verts for SmoothGroups, +24 verts for UV map)
Geometry Total: 12 Triangles, 32 Vertexes



An interesting feature could be the management of other tags in addition to flash and brass in the model of weapons (probably in the code cg_weapons.c). This could allow you to better manage all the accessories that can be considered fixed (such as sight, suppressor, foregrip, ...) and save the amount of specific animations of the arms.

Unfortunately I also encountered other problems...
1) the texture management for the arms of the knife model seems to ignore the settings provided in the .skin files for each player (which instead work for all other weapons).
This problem seems to be already present in the official version of TCE / CQB
2) A incomprehensible lack of functionality of the transparencies for the new shaders I added. For example, transparency for new flashes or new reddot wan't work.

Soon I will release the Z_TCE_players package and I will be grateful if some user give me a feedback. If someone find models of weapons royalty free and/or want to make some contribution by tuning/modelling/skin/adding weapons let me know.

Next in queue:
- fisrt-view arms animation for all weapons
- moving all CQB weapons to TCE
- 1024 * 1024 hands texture
- find / remake weapons more detailed
- clean old weapons UV overlapping verticies
- make old weapons next-gen compliant
- make new third-view players animations

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