2012-01-08, 15:30 | #12 |
Join Date: Nov 2009
Posts: 43
Finland
Location: Helsinki
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re: [Weapon] Sako TRG-42 [WIP] [FDF]
What I mean is that should I make a weapon model that is only visible in first person view by deleting stuff that is in front of the weapon and not visible while adding more detail to ares which are right on the players face when he is carrying the weapon.
How is this usually done in PR? Is it even possible to show a different model in fps -view than what it would be in 3rd person? |
Last edited by ukkis; 2012-01-08 at 15:40..
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2012-01-08, 15:50 | #13 |
Retired PR Developer
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re: [Weapon] Sako TRG-42 [WIP] [FDF]
The model, even in 1p should be completely modeled. It causes issues when the animations are done otherwise. Imagine the animator wants to show a particular part of the weapon during an animation, he is fucked if some parts are not modeled near this particular area.
When the weapon is exported, there are two different geometries, the geom0, which is the first person model, and the geom1 being the third person model. The two models can and should be different, the third person model should be low tri compared to the first person model. As I said, your model looks good enough as it is. Only fix the few points pointed in the previous posts. Just be sure to make a good 3p model off this one, and make a set of lods. |
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2012-01-08, 16:00 | #14 | ||
Retired PR Developer
Join Date: Jun 2006
Posts: 3,835
Japan
Location: Tokyo
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re: [Weapon] Sako TRG-42 [WIP] [FDF]
Quote:
Quote:
Here's the CF C7 ironsight. | ||
2012-01-08, 16:30 | #15 |
Join Date: Nov 2009
Posts: 43
Finland
Location: Helsinki
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re: [Weapon] Sako TRG-42 [WIP] [FDF]
Ok thanks for your answers.
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2012-01-08, 17:35 | #16 |
Retired PR Developer
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re: [Weapon] Sako TRG-42 [WIP] [FDF]
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2012-01-08, 17:48 | #17 | |
Retired PR Developer
Join Date: Jun 2006
Posts: 3,835
Japan
Location: Tokyo
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re: [Weapon] Sako TRG-42 [WIP] [FDF]
Quote:
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2012-01-09, 01:29 | #18 |
Retired PR Developer
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re: [Weapon] Sako TRG-42 [WIP] [FDF]
As Huate said, you should have separate 1p and 3p models AND textures. Most of the current PR handheld weapons don't have this yet and its quite a big issue for PR's performance.
Here is a quick example of the future L85A2 setup: Top is scoped in mesh, next down is 1p model, next down is 3p, lod0 and ones after that are the other 3p lods, one after the other with the final 3p lod, being a double sided plane with an alpha texture on it ingame. And 1p model and 3p model: You can't see the normals in thous pics but with them, it looks pretty much like the 1p model, other than when really, really close up which 99% of the time, your not going to be to another guys weapon. For now just focus on the 1p model, the 3p models are made off the 1p models with there textures and normals baked off of them |
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2012-01-09, 16:39 | #19 |
Join Date: Nov 2009
Posts: 1,083
Netherlands
Location: Amsterdam
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re: [Weapon] Sako TRG-42 [WIP] [FDF]
Rhino, I don't want to be an arse but does this mean the return of the non-RIS L85?
lovely to see more optimization! |
2012-01-09, 22:06 | #20 |
Retired PR Developer
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re: [Weapon] Sako TRG-42 [WIP] [FDF]
Don't think so. I think Rhino just loves the older version without the RIS.
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Tags |
fdf, poxo is ghey, pyssykk, sako, trg42, weapon, wip, wipfdf |
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