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3rd person shooter https://battlefieldmodding.com/ssm/phpBB3/viewtopic.php?f=5&t=4537 |
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Author: | Archimonde0_0 [ Mon Dec 15, 2008 2:37 am ] |
Post subject: | 3rd person shooter |
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 |
Author: | MR PINK BALLS [ Mon Dec 15, 2008 3:02 am ] |
Post subject: | Re: Hmm |
wow |
Author: | MR PINK BALLS [ Tue Dec 23, 2008 4:20 pm ] |
Post subject: | Re: 3rd person shooter |
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 |
Author: | Archimonde0_0 [ Tue Dec 23, 2008 8:09 pm ] |
Post subject: | Re: 3rd person shooter |
Oh well if you wanted me to tell you how you shoulda said somethin 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 (If it don't leme know, cause I think I typed this all right) |
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