Viewmodel *Whatever it's called in Unreal Engine*


(SyncFx) #1

Hey guys,

I don’t know about you guys, but I’m not a big fan of this:

NOTE: This 120 FoV ingame, feels like 60 or lower to me, still.

Hands are off the screen, or rather in yo face


or this

Weapon is in yo face, or taking up a quarter of the damn screen


Now I don’t know what Unreal Engine is capable of in terms of allowing users to config it like source engine, for example:

//youtu.be/55M1YqjT7Co

Anyways, I think you guys get my point, I don’t know if it’s just me but I think weapons, hands, etc, are just to damn close to my face screen.

TL;DR: Higher fov on the viewmodel, weapons taking up the screen.

Thoughts?


(acutepuppy) #2

Some UE3 games have a “tiny weapons model” option. Not sure if that’s built in, or by those developers… in either case, it’d be nice, the way the weapons render by default is HUGE.

Not too big of a deal for me at the end of the day, just somewhat annoying… much of the playerbase won’t even think twice, honestly.


(Volcano) #3

The weapon scale really annoys me


(SpynEs) #4

yeah i think its too big right now.

tribes ascend had the same big weapons thing/problem and then put an option for smaller weapons (it was massively asked for, and i love it).


(SyncFx) #5

Just want to also add, that looking at another character, then looking where your hands are, not really matching hehe.



(BomBaKlaK) #6

+1 for tiny weapons !


(Dthy) #7

Looks like just the weapon view model needs to change with FOV, like it does in QW.


(Dragonji) #8

But unfortunately it seems developers don’t want to add such a feature so badly or it’s just a lower priority task.

And W:ET :slight_smile:


(Laurens) #9

We’ve been planning to readjust the weapon position slightly.

However, you have to understand that we’ve actively chosen not to do anything like that L4D video. Splash Damage makes games that look good, we care about visuals and allowing such high FOV on first person model rendering is not the most aesthetically pleasing thing. There’s clipping, the animations break, etc…
Reverting to that system means we’d have to discard a lot of work, break existing systems (ironsighting!) as well as possible other unforeseen consequences.

Not saying there won’t be some option in place eventually, we’ll figure something out. You don’t want the weapon to just dissapear completely, do you ?


(Kendle) #10

Some people do, there’s a thread about it in the public forums :-

http://forums.warchest.com/showthread.php/34261-Gun-model

I can only reiterate what I’ve said in that thread, please don’t allow the gun to be hidden. A smaller gun model by all means, but as you say, you want to maintain a certain quality standard, it would seem ridiculous in 2013 to make a game where the beautifully rendered gun model can just simply be discarded at a whim.


(maxxxxlol) #11

A game in 2013 SHOULD have those options. Why are we going backwards when it comes to gaming?

Yes there are quite a few people who would love this. Myself included.


(Vahl) #12

I’ve been meaning to tweak the weapons scale on screen for a while now, just didn’t have time to do it yet (soon though I promise)
However, that high fov, might not be a default thing, for the reasons Laurens explained, however we might be able to allow people to change this by entering a command line if they want to.
But yeah guns are going to be made smaller soon, I just need to take some time to do it properly, it will still probably be too big for you guys, but maybe having a tiny gun option could help, we’ll have to discuss it internally to know exactly what we can give you guys to play with, without breaking gameplay or advantaging people.


(SyncFx) #13

[QUOTE=Laurens;424549]We’ve been planning to readjust the weapon position slightly.

However, you have to understand that we’ve actively chosen not to do anything like that L4D video. Splash Damage makes games that look good, we care about visuals and allowing such high FOV on first person model rendering simply looks horrid. There’s clipping, the animations break, etc…
Reverting to that system means we’d have to discard a lot of work, break existing systems (ironsighting!) as well as possible other unforeseen consequences.

Not saying there won’t be some option in place eventually, we’ll have to figure out what we will do eventually. You don’t want the weapon to just dissapear completely, do you ?[/QUOTE]

You guys can always set a cap limit I assume, just take a look at Chivalry: Medieval Warfare. It’s an Unreal Engine game that allows up to 120 FoV in game, and the weapons/arms scale with it. I do agree that at 120 there is some character flaws in the arm, but honestly I don’t mind that as much, I prefer that look compared to what looks like covering my face with my hands/guns.


(Winnie) #14

agree too, weapon view model must be change with the FOV.


(Dragonji) #15

[QUOTE=Kendle;424552]http://forums.warchest.com/showthread.php/34261-Gun-model

I can only reiterate what I’ve said in that thread, please don’t allow the gun to be hidden. A smaller gun model by all means, but as you say, you want to maintain a certain quality standard, it would seem ridiculous in 2013 to make a game where the beautifully rendered gun model can just simply be discarded at a whim.[/QUOTE]
I just don’t find your argumentation to be valid. There are many other options that give more extra advantage to the players who know about them than a possibility to hide your gun model - graphics options, field of view (which has a great range in DB - 40-120 IIRC) etc.

An argument that people who play w/o gun model force other players who want to reach their “skill level” to hide their gun model as well is not a valid argument as it is obvious you have to tweak everything that’s possible if you want to compete with the bests. If we’d like DB to be equal to everyone (sounds communistish), there shouldn’t have been any client-side cvars in the game.


(shirosae) #16

Actually I’d quite like to remove the gun model when scoping, like ETQWpro had an option for. I will never understand why it’s considered a good thing to have a huge model occluding so much of my view.

Weapon model sizes right now do make me feel a bit claustrophobic like I’m running a console fov.


(Dthy) #17

[QUOTE=shirosae;424658]Actually I’d quite like to remove the gun model when scoping, like ETQWpro had an option for. I will never understand why it’s considered a good thing to have a huge model occluding so much of my view.

Weapon model sizes right now do make me feel a bit claustrophobic like I’m running a console fov.[/QUOTE]

+1 for removing gun model for scoping in, when I last played I remember the scopes being to large to take notice of anything else.


(DarkangelUK) #18

Isn’t the point of the scope that you get a zoomed view at the drawback of reduced visibility?


(shirosae) #19

Stuff scoping does right now:

  • Movement speed down
    +/- Zoom up / fov reduction
  • Spread down
  • Recoil up
  • View obscure up

I think that the blinkers you gain from the fov reduction while scoping is okay; it makes sense that you lose peripheral awareness when you focus on a distant target. I think adding another huge graphic right in front of that target is annoying.

It’s like most things that obscure my view: huge hud icons, bleeding effects, blurring, desaturation, screen shake, screen bobbing; I just find them really annoying and intrusive.


(Mustang) #20

For ADS to be usable for me it needs to not change my sensitivity and to have a decent reticle scope attachment.