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Battlefield Modding Tutorials BFMODS • View topic - 3rd person shooter

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 4 posts ] 
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 Post subject: 3rd person shooter
PostPosted: Mon Dec 15, 2008 2:37 am 
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Joined: Mon Oct 09, 2006 12:51 pm
Posts: 782
I had found a neat little thing when I was having fun screwing around with DC. As it turns out there is a way to make bf1942, in theory, a 3rd Person shooter, theres a few kinks to it, but regardless, I had a single-player match in third person and a cross hair. Just didn't have a helmet or backpack.

I was all like :shock:


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 Post subject: Re: Hmm
PostPosted: Mon Dec 15, 2008 3:02 am 
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Joined: Sun Sep 16, 2007 2:33 pm
Posts: 1809
Location: Your moms house
wow


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 Post subject: Re: 3rd person shooter
PostPosted: Tue Dec 23, 2008 4:20 pm 
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Joined: Sun Sep 16, 2007 2:33 pm
Posts: 1809
Location: Your moms house
well are you gunna tell us how the hell you did this?? im sold ive been looking for a way to make it 3rd person for awhile


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 Post subject: Re: 3rd person shooter
PostPosted: Tue Dec 23, 2008 8:09 pm 
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Joined: Mon Oct 09, 2006 12:51 pm
Posts: 782
Oh well if you wanted me to tell you how you shoulda said somethin :lol:

It will require (at least if you want to make it look semi-decent) an ability to edit animations. Or if you want it to not look decent just to prove my point that it can be accomplished theres no need.

Its mostly just code:

So heres an objects.con from the US Soldier: The Beginning we arn't concerned with but heres how I did it, I copied over each part again, naming them respectively. So now there is 2 heads, 2 bodies, 2 3rd Person Hands (Deleted the 1st Person Ones all together) and if you want hats and kit parts you'll have to add them with a addTemplate.

ObjectTemplate.addTemplate USSoldierComplexHead
ObjectTemplate.setRandomGeometries 3
ObjectTemplate.setIsFirstPersonPart 0
ObjectTemplate.setLodValue 0.01
ObjectTemplate.bindToSkeletonPart Bip01_Spine3 3

ObjectTemplate.addTemplate USSoldierComplexHead2
ObjectTemplate.setRandomGeometries 3
ObjectTemplate.setIsFirstPersonPart 1
ObjectTemplate.setLodValue 0.01
ObjectTemplate.bindToSkeletonPart Bip01_Spine3 3

ObjectTemplate.addTemplate USSoldierHead
ObjectTemplate.setIsFirstPersonPart 0
ObjectTemplate.setLodValue -0.01

ObjectTemplate.addTemplate USSoldierHead2
ObjectTemplate.setIsFirstPersonPart 1
ObjectTemplate.setLodValue -0.01

ObjectTemplate.addTemplate USSoldier3PBody
ObjectTemplate.setIsFirstPersonPart 0

ObjectTemplate.addTemplate USSoldier3PBody2
ObjectTemplate.setIsFirstPersonPart 1

ObjectTemplate.addTemplate USSoldierRightHand
ObjectTemplate.setIsFirstPersonPart 0
ObjectTemplate.setLodValue 0.03

ObjectTemplate.addTemplate USSoldierRightHand2
ObjectTemplate.setIsFirstPersonPart 1
ObjectTemplate.setLodValue 0.03

ObjectTemplate.addTemplate USSoldierLeftHand
ObjectTemplate.setIsFirstPersonPart 0
ObjectTemplate.setLodValue 0.03

ObjectTemplate.addTemplate USSoldierLeftHand2
ObjectTemplate.setIsFirstPersonPart 1
ObjectTemplate.setLodValue 0.03

ObjectTemplate.create SimpleObject USSoldier3PBody
ObjectTemplate.geometry Soldier/3PUsBody
ObjectTemplate.hasDynamicShadow 1

ObjectTemplate.create SimpleObject USSoldier3PBody2
ObjectTemplate.geometry Soldier/3PUsBody
ObjectTemplate.hasDynamicShadow 1

ObjectTemplate.create AnimatedBundle USSoldierComplexHead1
ObjectTemplate.createSkeleton animations/UsFace.ske
ObjectTemplate.geometry Soldier/USComplexHead1
ObjectTemplate.hasDynamicShadow 1

ObjectTemplate.create AnimatedBundle USSoldierComplexHead2
ObjectTemplate.createSkeleton animations/UsFace.ske
ObjectTemplate.geometry Soldier/USComplexHead2
ObjectTemplate.hasDynamicShadow 1

ObjectTemplate.create AnimatedBundle USSoldierComplexHead3
ObjectTemplate.createSkeleton animations/UsFace.ske
ObjectTemplate.geometry Soldier/USComplexHead3
ObjectTemplate.hasDynamicShadow 1

ObjectTemplate.create AnimatedBundle USSoldierComplexHead21
ObjectTemplate.createSkeleton animations/UsFace.ske
ObjectTemplate.geometry Soldier/USComplexHead1
ObjectTemplate.hasDynamicShadow 1

ObjectTemplate.create AnimatedBundle USSoldierComplexHead22
ObjectTemplate.createSkeleton animations/UsFace.ske
ObjectTemplate.geometry Soldier/USComplexHead2
ObjectTemplate.hasDynamicShadow 1

ObjectTemplate.create AnimatedBundle USSoldierComplexHead23
ObjectTemplate.createSkeleton animations/UsFace.ske
ObjectTemplate.geometry Soldier/USComplexHead3
ObjectTemplate.hasDynamicShadow 1

ObjectTemplate.create SimpleObject USSoldierHead
ObjectTemplate.geometry Soldier/USHead
ObjectTemplate.hasDynamicShadow 1

ObjectTemplate.create SimpleObject USSoldierHead2
ObjectTemplate.geometry Soldier/USHead
ObjectTemplate.hasDynamicShadow 1

ObjectTemplate.create SimpleObject USSoldierLeftHand
ObjectTemplate.geometry Soldier/USLeftHand
ObjectTemplate.hasDynamicShadow 1

ObjectTemplate.create SimpleObject USSoldierLeftHand2
ObjectTemplate.geometry Soldier/USLeftHand
ObjectTemplate.hasDynamicShadow 1

ObjectTemplate.create SimpleObject USSoldierRightHand
ObjectTemplate.geometry Soldier/USRightHand
ObjectTemplate.hasDynamicShadow 1

ObjectTemplate.create SimpleObject USSoldierRightHand2
ObjectTemplate.geometry Soldier/USRightHand
ObjectTemplate.hasDynamicShadow 1

The Kit parts, like backpacks and stuff need to be added seperate, and then taken out of the kits, so that they are basically just guns, so for instance below all this crap

ObjectTemplate.addTemplate US_Helmet
ObjectTemplate.addTemplate US_BackPack
ObjectTemplate.addTemplate US_HipPack

I can't remember but I may have had to bind the kit parts to a bone, but I believe they are already assigned a bone elsewhere, if they don't move use this code:
ObjectTemplate.bindToSkeletonPart (NameOfBone)

After you do that the last thing to do is to move all the soldier camera positions on every weapon back and to which side you want the camera.

Obviously since the first person animations are not animated with all these extra bones included, the rest of the body will remain still while the gun and upper arms will move, so in order to get it looking truly good you would need to animate all of the first person animations for each weapon so that the body is running, standing, etc along with the arms. Although even then it would be slightly wierd because nothing would move during certain animations. Either way, it works :D

(If it don't leme know, cause I think I typed this all right)


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