gunslinger6792 Posted February 12, 2016 Share Posted February 12, 2016 It looks fantastic thus far and fits into the game rather nicely from the looks of it. Link to comment Share on other sites More sharing options...
Junnari Posted February 12, 2016 Share Posted February 12, 2016 (edited) Don't hold your breath, but I might also be implementing a 'classic' M14 and JAE-100 stock. Shouldn't even be that bad, considering that I could just take the EBR chassis off the receiver very easily and just slap it on the stock. Scopes, however, are going to be a different story due to the varying scope rail height, but I'll investigate it a bit more. My current to-do (after DA:I) is an EOTech XPS3 and a full-auto selector lever. Right now, a cutout cover is covering the slot where the firing selector was removed. I tried the original combat rifle animations first, but the rifle felt too 'in-your-face'. Moreover, it looks incredibly dodgy in 3rd person. Hopefully with GECK I can mix-and-match animations so I can get a combat rifle reload and SMG grip. You can quite easily adjust the camera position for sights which have their reticles at different heights through the mod forms using FO4Edit, more details at http://forums.nexusmods.com/index.php?/topic/3733245-f4-sighting-node/ That's understandable. Once the GECK (or other suitable tools to manipulate animations) is around, I'd see it better though to create custom animations for it, partly so that it wouldn't need to use mirrored receiver & charging handle, but could use the original design in that aspect. Edited February 12, 2016 by Junnari Link to comment Share on other sites More sharing options...
dazzerfong Posted February 12, 2016 Author Share Posted February 12, 2016 Don't hold your breath, but I might also be implementing a 'classic' M14 and JAE-100 stock. Shouldn't even be that bad, considering that I could just take the EBR chassis off the receiver very easily and just slap it on the stock. Scopes, however, are going to be a different story due to the varying scope rail height, but I'll investigate it a bit more. My current to-do (after DA:I) is an EOTech XPS3 and a full-auto selector lever. Right now, a cutout cover is covering the slot where the firing selector was removed. I tried the original combat rifle animations first, but the rifle felt too 'in-your-face'. Moreover, it looks incredibly dodgy in 3rd person. Hopefully with GECK I can mix-and-match animations so I can get a combat rifle reload and SMG grip. You can quite easily adjust the camera position for sights which have their reticles at different heights through the mod forms using FO4Edit, more details at http://forums.nexusmods.com/index.php?/topic/3733245-f4-sighting-node/ That's understandable. Once the GECK (or other suitable tools to manipulate animations) is around, I'd see it better though to create custom animations for it, partly so that it wouldn't need to use mirrored receiver & charging handle, but could use the original design in that aspect. I know about that, I'm using it right now actually. I'm talking about when you're not aiming: the receiver is right next to your face. Link to comment Share on other sites More sharing options...
Junnari Posted February 12, 2016 Share Posted February 12, 2016 (edited) But that shouldn't really be issue with the scopes, or did I miss something? Just to clarify, I was referring to your first paragraph with the first sentence, and to third with my second paragraph. Edited February 12, 2016 by Junnari Link to comment Share on other sites More sharing options...
dazzerfong Posted February 12, 2016 Author Share Posted February 12, 2016 Don't hold your breath, but I might also be implementing a 'classic' M14 and JAE-100 stock. Shouldn't even be that bad, considering that I could just take the EBR chassis off the receiver very easily and just slap it on the stock. Scopes, however, are going to be a different story due to the varying scope rail height, but I'll investigate it a bit more. My current to-do (after DA:I) is an EOTech XPS3 and a full-auto selector lever. Right now, a cutout cover is covering the slot where the firing selector was removed. I tried the original combat rifle animations first, but the rifle felt too 'in-your-face'. Moreover, it looks incredibly dodgy in 3rd person. Hopefully with GECK I can mix-and-match animations so I can get a combat rifle reload and SMG grip. You can quite easily adjust the camera position for sights which have their reticles at different heights through the mod forms using FO4Edit, more details at http://forums.nexusmods.com/index.php?/topic/3733245-f4-sighting-node/ That's understandable. Once the GECK (or other suitable tools to manipulate animations) is around, I'd see it better though to create custom animations for it, partly so that it wouldn't need to use mirrored receiver & charging handle, but could use the original design in that aspect. I know about that, I'm using it right now actually. I'm talking about when you're not aiming: the receiver is right next to your face. Oh! Well, think about it like this: if I were to use a different stock, I won't be able to use the Sage DCSB base (that weird thingy that's attached to the rail of the EBR), and I'd have to use something like a Sadlak. That is going to be a different height from the Sage DCSB, so the scope location will be off for one of them unless I can work around it somehow. Link to comment Share on other sites More sharing options...
Junnari Posted February 12, 2016 Share Posted February 12, 2016 Having the used stock/frame affect the position of the scope is doable as far as I can think, though using single rail position that wouldn't depend on the stock would make it simpler. Basically what it would require is that you set the scope parenting transform to match each stocks/rails position so that the scope position is dependent on the rail position, and set both the stock and scope to have ZoomDataCameraOffsetZ property so that they both would affect the vertical position of the camera. Link to comment Share on other sites More sharing options...
phrozac Posted February 12, 2016 Share Posted February 12, 2016 Beauty! Can't wait to get this into my game! Link to comment Share on other sites More sharing options...
dazzerfong Posted February 12, 2016 Author Share Posted February 12, 2016 Having the used stock/frame affect the position of the scope is doable as far as I can think, though using single rail position that wouldn't depend on the stock would make it simpler. Basically what it would require is that you set the scope parenting transform to match each stocks/rails position so that the scope position is dependent on the rail position, and set both the stock and scope to have ZoomDataCameraOffsetZ property so that they both would affect the vertical position of the camera.If the property stacks, that'll be great then. Thanks for the tip! Link to comment Share on other sites More sharing options...
Junnari Posted February 12, 2016 Share Posted February 12, 2016 I haven't tested that in practice, but since It can use Add as the function type, it should be able to stack them. Link to comment Share on other sites More sharing options...
dazzerfong Posted February 14, 2016 Author Share Posted February 14, 2016 Having the used stock/frame affect the position of the scope is doable as far as I can think, though using single rail position that wouldn't depend on the stock would make it simpler. Basically what it would require is that you set the scope parenting transform to match each stocks/rails position so that the scope position is dependent on the rail position, and set both the stock and scope to have ZoomDataCameraOffsetZ property so that they both would affect the vertical position of the camera.If the property stacks, that'll be great then. Thanks for the tip! I'll give it a try when the day comes. If not, I'll just fudge the model a bit. In my defense, worse things have been done in games to get them working. Link to comment Share on other sites More sharing options...
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