Sling party!


masq87
08-04-2007, 09:02 AM
Is possible add a sling to all v_wepons?I have this little dream as a little project...only for making DOD S more realistic...
Im a skinner,im seeking for a modeller,someone that can make this...

:(

Wile E Coyote
08-04-2007, 09:46 AM
IF there is a modeler out there willing to do it, it is possible.

However, there are problems. Specifically, there is no "traveling" animation. So, as you are moving forwarding running or crawling on the ground your sling is 100% rock-solid showing no movement whatsoever. It is hugely distracting. As for realism, I could post more WW2 pictures than you can shake a stick at with weapons without slings :)

H4WkY
08-04-2007, 09:50 AM
hmmmmm i asked about this quite a while ago, and here's my wisdom on the subject matter:

Yes its is possible to do.
No-one is prepared to do it.
Animating a strap is complex and time consuming.
Strap animating never looks realistic.
Its a lost cause unless you can do it yourself

masq87
08-04-2007, 01:05 PM
understand...i dont want animated sling,this is a secondary thing,but make v_models"slinged"it's a first step!or not? :)

Guyver
08-19-2007, 08:17 PM
hmmmmm i asked about this quite a while ago, and here's my wisdom on the subject matter:

Yes its is possible to do.
No-one is prepared to do it.
Animating a strap is complex and time consuming.
Strap animating never looks realistic.
Its a lost cause unless you can do it yourself


Atleast some of that will change once RnL is released.

http://www.forum.resistanceandliberation.com/showthread.php?t=6162&page=3&pp=20

Read Brian's post...they're not animated, but they will bounce and flop around.

Trp. Jed
08-19-2007, 09:13 PM
Making slings move realisticly isn't that hard - at least in 3DS Max. You just set it up as a chain/rope type affair with re-actor and let Havok's physics system handle all the bone movement for you.

Wile E Coyote
08-19-2007, 09:49 PM
Making slings move realisticly isn't that hard - at least in 3DS Max. You just set it up as a chain/rope type affair with re-actor and let Havok's physics system handle all the bone movement for you.I dunno, I've seen this attempted before (not DOD:S), it wasn't pretty.

It did goofy things.

Trp. Jed
08-19-2007, 09:52 PM
Yeah you have to go to the effort to set the chain properly - I think most people try it without actually bothering to set limits which is why it can spazz out so easily.

I'm not sure what method RnL is using but as it's a mod and they have the SDK Source code to play with I'd hazard a guess they've altered the rope system to draw a sling.

BERSERK3R
08-20-2007, 08:30 PM
I have seen a rifle with this action for dod and also a thompson I think and I thought did not look odd at all.

The RnL team mentioned something about raggdolling a sling in firsperson if I remember correctly, but I thought about that a long time ago and realised it would most likely not work.

This is because the firstperson view does not have a world for physics reference.
If you have a first person animation where you drop a ball, it will only look good when looking forward if you look up it falls straight ahead, looking from thrd person perspective.

Anyway, just a excadurated example to show it's hard or not possible to do.
But what I also have in mind for a long time is just put a "cameraview" onto a thirdperson model so you will always look at your body/weapon/ and whatever in "raggdollworld".

I think FEAR is using this and also Thief, and even Tribes 2, which is quite cool.

In my opinion this "firstpersonview" is to oldfashioned.
If one wants phyiscs on a weapon/hand/body etc, which are realtime "animated"/raggdolled, than combining firstperson + 3drperson is the solution.

Immagine how many cool things you can do whith physics on your body like slings, chains, pin rings of grenades that ALWAYS point downwards!!

Trp. Jed
08-21-2007, 05:09 PM
Already tried it - it's really bad and gives you chronic motion sickness.

When I was developing the first person ragdolls for HaJ I slaved the player view to permanently match the player model. In first person view it basically doesn't draw the player model so first you have to tell it to always draw your player model and then to create the effect you want, you need to slave the players view to some point approximately where the models head is.

The problem is, the current animations and animation system wasn't written with doing this in mind so the view is incredibly jerky. Also, when looking up/down because you're in first person view the engine doesn't tip the head of the player model, it just tries to rotate the whole model so you end up with the entire player model facing up/down, not just the head.

Also you *are* in the world as far as physics is concerned - first person simply doesn't draw the player model and draws the view model in it's place instead.

Sly Assassin
08-22-2007, 12:35 AM
Making slings move realisticly isn't that hard - at least in 3DS Max. You just set it up as a chain/rope type affair with re-actor and let Havok's physics system handle all the bone movement for you.

This is how RnL has done it AFAIK, Geoff did it all in 3DS Max this was and left the rest to the engine to do.
I know this information because I'm on the team so take it as gospel that it works and works well enough to past warrent for a mod. Although there might be some minor clipping issues with the players body.

Day of Defeat Forum Archive created by Neil Jedrzejewski.

This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.