MWiP Panzerfaust 60


Cheeto
06-06-2003, 06:30 PM
Someone wanted one, I was bored, I made one. It's the Panzerfaust 60, undoubetly going to require new anims, I can either have him throw it away each time to reload (realistic), or jam another round in the end of it (not so realistic, but might let my use HL or maybe PIAT anims for it). Any thoughts? Comments?

MeNKeH
06-06-2003, 06:47 PM
kickass!!!!!!!, cant wait!

Rotkopf
06-06-2003, 06:47 PM
If you´re going for the PzF60, I suggest using "throw away"-animations. Everything else would just look funny on a PzF.

Russ. Conscript
06-06-2003, 06:55 PM
awesome model man, get soem good animations on this baby, and youve got ur self a keeper. :)

Lt. Firmalo
06-06-2003, 07:11 PM
Breathetaking. Just take your time and do your best we'll wait in anticipation :)

06-06-2003, 07:17 PM
i want to skin this. Someone mesh it please :p .. god i need a good tutorial for lithunwrap. me goes to help thread.

Residue
06-06-2003, 07:27 PM
Looks nice man. I'll use.

NeoSkink
06-06-2003, 08:06 PM
Man that looks good! :) I can't wait for this.

covert-
06-06-2003, 09:12 PM
Very cool looking.

A bit of constructive criticism (well, not really, more of a suggestion):

Make the model with the sight up on it when the weapon is shouldered and it'd be quite cool looking.

06-07-2003, 04:12 AM
OOOOOOOOOOOOOOOHHHHHHHHHHHHHHHHHHHH!!!!!
please release, that would be so cool ingame!!:cool:

gabagoo
06-07-2003, 04:18 AM
neat :cool:
but isnt this going to need tons of new animations ?

MeNKeH
06-07-2003, 08:59 AM
well no, not if he chooses the piat animations, if throwing it away, not really, just maybe use weapon drop animation and a draw animation, thats my idea

edit: is it possible to use the pzf60 that devin put on his SSv4 Stg44 guy as a v_model?, or use the skin?

06-08-2003, 01:31 AM
Can't wait for this!

Definitely use throw away animations.

Trigger
06-08-2003, 01:37 AM
This thing has some real potential for some kicken' animations. adjusting the sight when it's shouldered, pulling the lever to fire, discarding to reload... nice.

06-08-2003, 02:56 AM
You can't "reload" a Pzf. 60, the fuse is burnt out aswell as the trigger

EinsatzKommando
06-08-2003, 06:56 AM
/me Drooling

Cheeto
06-08-2003, 09:52 AM
Originally posted by Selbstmord
You can't "reload" a Pzf. 60, the fuse is burnt out aswell as the trigger Yeah I know, but the anims for reloading it might look better, or might be preferred for some people, in which case I don't care about realism.

I might not be able to mesh this, LithUnwrap is acting up and slowing my comp down terribly for some reason when I try and use it, so I might ahve to go hunting for a mesher for this.

Devin Kryss
06-08-2003, 11:45 AM
I think I know where we can get some animations.

Cheeto
06-08-2003, 12:35 PM
That being?

=DD=Wolf Kahler
06-09-2003, 02:00 AM
Could do with some more polies on the warhead...

RtCW animated with bones. Maybe that's what Devin means. But I don't know about converting anims from that.

gabagoo
06-09-2003, 04:45 AM
i think this calls for capt. glimsharp:cool:

Cheeto
06-09-2003, 09:31 AM
Originally posted by gabagoo
i think this calls for capt. glimsharp:cool: No I'm more than capable of animating this on my own. I'm just a lazy worthless git. :)

Trigger
06-09-2003, 12:27 PM
Then get to it man, chop chop

EinsatzKommando
06-09-2003, 12:45 PM
Originally posted by Trigger
Then get to it man, chop chop

Dont be too hard on that kid trigger ;)

Cheeto
06-09-2003, 03:43 PM
Meshed. Who wants a crack at it?

06-09-2003, 07:28 PM
Awesome work.

Trigger
06-09-2003, 07:44 PM
A crack at texturing it? I've got an hour to kill, send it my way.

Cheeto
06-09-2003, 10:57 PM
Alright kiddies, we have a problem:

The Piat and 'Faust both have exposed warheads, meaning that you can tell by looking whether or not they've been fired. The bazooka and Panzerschreck don't, so the team didn't bother with idle anims after they'd been fired and were empty. So once I fire the 'schreck, the warhead flies off, blows **** up, and then reappears on the end of the launcher...before I reloaded. So then when I DO reload, the damn thing dissapears, he chucks it away and pulls out a new one. You can imagine how damned odd that is. Devin had an interesting idea, I'll let him explain it, but I was wondering if anyone else had any ideas?

Devin Kryss
06-09-2003, 11:10 PM
Ok. so you make the idle animation very very long. maybe even as long as 3 minutes. It begins with him drawing the panzerfaust. IF we do that, you ahve to make the draw animation blank, or make him fumble and stuff for the 3 seconds that animation runs, this way, you dont see him draw the weapon twice. So anyway, the idle aniamtion starts with him drawing the weapon, and he moves it and it does idle type stuff for 3 minues. And it end with him ducking the weapon out of veiw. The idle animation loops, so you would never notice the gun suddently drawing itself again, you'll just see him fiddle with it and duck it under the screen and bring it back. So when you deploy the gun, you see him adjust it to firing position, and flip up the sites, ready to fire.

So you fire. With the panzerschreck, after he fires, the model doesnt look any different, so theres no need for en empty idle animation. So when its a rocket launcher with a projectile on the end, after firing, it plays the idle animation, and bammo, you can the the projectile of the panzerfaust back on the end. Big problem. So, make the firing animation end with the panzerfaust launcher being discarded, y'know, thrown away or somthing. So, after it fires, it plays the idle animation, which begins with him drawing the panzerfaust. and there yah have it, no more glitch with a reappearing rocket.

Trigger
06-09-2003, 11:36 PM
The problem I see with that rather clever workaround, is that it still need to be reloaded before firing, despite the animation making it look like you're ready to fire.

I wonder if it would somehow be possible to make the warhead an attachment that dissapears after firing, I suppose not without new code.

Devin Kryss
06-09-2003, 11:55 PM
if the relaod animation was just him fiddling with the panzerfaust it still works.

Pinhead
06-10-2003, 02:45 AM
No No No!!! Make the reload button drop the weapon!!! AIEE!!! Don't make it reload!

Someone should make sprites for it's release...

Devin Kryss
06-10-2003, 02:54 AM
if the relaod makes him drop the weapon, how do we get rid of the problem with the only idle animation available having a rocket on the end of the weapon, and when this animation plays after the rocket was just fired, you see the rocket fly away, then you see it reappear on the end of a gun, then your going to reload, so that missing rocket will dissappear, cause you throw an empty tube away.

Not to be ahrsh, but did you read any of what cheeto or me said about the animations? It would have explained that the big problem, and a way around it.

06-10-2003, 06:00 AM
just after fire he drop the tube

then when you reload he take an other one, prepare to fire (the aim systeme)

Quakah
06-10-2003, 09:30 AM
when you shoot it, and reload it, make it so you just have a screen without a weapon, then, when the reload should be finished, you have a brandnew one, like in return to castle wolfenstein!

Eklund
08-09-2003, 09:32 PM
Any progress Cheeto?

Genie
08-10-2003, 07:59 AM
Hey Cheeto, since we are both working on P-fausts, maybe we could work together and release one.

interested?

Toxic Waist
08-10-2003, 09:44 AM
Well, if you really need someone to mesh it, I could take a crack at it, though I'm not really sure of my abilities, but it really couldn't hurt, could it?

Airborne506
08-10-2003, 09:51 AM
Looking good, can't wait to se it.

Cheeto
08-10-2003, 11:03 AM
Originally posted by Genie
Hey Cheeto, since we are both working on P-fausts, maybe we could work together and release one.

interested? Maybe, no offense but I prefered my model. Anyways, you're more than welcome to help me figure out anims for this. I'm going to also do some anims for this to replace the PIAT, since it's easier because the two weapons have similar ways of operating and the Russians cap...err...nevermind. *takes his suicide pill and jumps out the window before he says anymore*

Originally posted by Toxic Waist
Well, if you really need someone to mesh it, I could take a crack at it, though I'm not really sure of my abilities, but it really couldn't hurt, could it? Nah, I don't need it meshed, I need it skinned. I released it in the second collection of Russian Meshes. ****ty anims, but at least it's ingame and out there.

08-10-2003, 11:46 AM
-- Draw anim = Blank for however long

-- Idle = make player draw it but fast . then what devin said, fiddle and stuff.

-- Reload = throwing down and to the right

---------------------------

so then it would go back to idle where he lifts it up again very fast so theres no problem of reload and fire another shot quickly.

----------------------------

--Aimed_reload = drop weapon down to right.

-- Aim anim (reposition) = again, make the player draw it QUICKLY and then fire again as to hide the problem.





uh, i guess thats my 2 cents.

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