Leaning


(Jaquboss) #1

I want to add complete support for leaning.
Can you help me with two most important things?
1)player position - your shot is fired from center it´s not affeced by leaning , but view and aim yes
2)thirdperson animations,…

EDIT: I have looked very closely to sources , and I have found more things about it
There are some things changing lean offset , good , but mostly they change viewports and aim , not shot origin , also don´t found shot origin for crouch or prone .
So I have question is shot origin based on tag in model/animation ?
Also I have heard that activision released player modeling tools for ET , but never found that , do you have it.
Thanks , for answers!


([RW]FRED) #2

Coding “leaning” in ET is not so hard, u must analyze how 3rd person anims works by DECODING bg_animation.c and all associated files…

But the problem remaining is that u can’t build new 3rd person view animation while the player model SDK is unrealased, because if u don’t show in the 3rd person view the player leaning, u will give a very bad feedback for other players.

Regards


(Jaquboss) #3

ok i will make my problem more verbose , i hope that tools found on http://mak.s13.xrea.com/ET/ are enought , I have already coded it as anim_mt , but it don´t do anything ( I have also scripts)
if anyone is interested in my work , i can post modifications , there is not error , but i can´t see what´s wrong because I am beginer .
Thanks for feedback [RW]FRED !


([RW]FRED) #4

Did u also modified animations/scripts/human_base.scripts and added lean entries into *.anim files?

ikanato tools are hack tools, and u must be very skilled to use them. and u must also skilled as animator.


(Jaquboss) #5

yes i did that , of course , do you want to help me with fining bug in code , also there are defined animations , and animations under leanleft and leanright (my new animations)
are played in strange order (there is proning anim instead of fallen anim , and etc…)
when they are at end all is okay …
Lean anims (i put there duck , or something like that to see if it works …) are not played , ever it´s in front of anim list…


([RW]FRED) #6

I can do that but without locking ur code it will be very hard to help/find what’s wrong

Did u also build new anims for leaning?
regards


(Jaquboss) #7

“locking ur code”??
do you mean looking to my code , never mind I am going to make mod with downloadable sources too…
I am not 100% sure if I can do that , or if I will do that , but I hope I will…


(Raedwulf) #8

Hello - I see its been done in Falckon:ET/ W:The Frontline, already

Could you help to see how you an add leaning animations?

Cheers.


(Jaquboss) #9

holy bump, just copy lean to entity state( BG_PlayerStateToEntityState ) and use it in playerAngles


(Chruker) #10

That simple? No need for new animations or anything?


(Jaquboss) #11

you need them, but you can just bend a model, but that will never look 100% OK ( it will not be bent enought or it will be and it will look weird )
also don’t forget to modify realhead if you use it
if you want to anims instead ( assuming you are using Lightray3D ) you should just setup in bg_footsteps lean movetypes


(SCDS_reyalP) #12

You should also probably do something with the hitboxes if you are going to make the models lean.


(Raedwulf) #13

Thanks for the help - now I’ll just have to figure out the code :smiley:

Cheers.


(Raedwulf) #14

How does FalckonET implement leaning -animations or twisting?

Cheers.


(Jaquboss) #15

by grabbing leanf from playerstate to entity state
No Quarter also predicts it, it grabs only leaning value