Smooth Weapons Enhanced [v3.2.1]

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Zombieguy
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Re: Improving PerK's smooth animations mod

Post by Zombieguy »

Are we dealing with offsets now? This is looking really nice.
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Minigunner
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Re: Improving PerK's smooth animations mod

Post by Minigunner »

There is an interpolated BFG by ItsNatureToDie here.
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NightFright
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Re: Improving PerK's smooth animations mod

Post by NightFright »

Nice. Now we need to find a way to combine the recoil mechanism with some backward movement. That might be a bit tricky since it appears the muzzle will need to be moved along with it. There are a lot of frames for it though, and I dunno when exactly the backward movement should kick in. I am sure it can be done, though...

In general, it's great what has been added in this short amount of time. I actually never intended to get it that far. :)
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Minigunner
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Re: Improving PerK's smooth animations mod

Post by Minigunner »

IMO the BFG's recoil should start when the muzzle retracts completely (which takes about 3 tics after the ball is fired); the full recoil (the last frame) should last 8 tics; after that, the muzzle should come back out while the gun returns to its normal position.
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Xtyfe
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Re: Improving PerK's smooth animations mod

Post by Xtyfe »

NightFright wrote:Nice. Now we need to find a way to combine the recoil mechanism with some backward movement. That might be a bit tricky since it appears the muzzle will need to be moved along with it. There are a lot of frames for it though, and I dunno when exactly the backward movement should kick in. I am sure it can be done, though...

In general, it's great what has been added in this short amount of time. I actually never intended to get it that far. :)
Any update on this?
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NightFright
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Re: Improving PerK's smooth animations mod

Post by NightFright »

I can't do the BFG modifications by myself due to lack of knowledge regarding DECORATE coding. I might be able to add the recoil frames by simple trial & error but wouldn't be able to promise it'd be anything near accurate and synchronized with sound effects. Combining it with the muzzle animation also isn't exactly easy, especially regarding offsets.

I am sure it can be done though, if someone can help finishing this, it'd be great.
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PillowBlaster
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Re: Improving PerK's smooth animations mod

Post by PillowBlaster »

Hmm, I guess some might already noticed it, but it won't hurt if I point it out, I guess.

The ready state of chaingun uses stock chaingun frames from doom 2... when you are firing, those two disappear. After being done with shooting, it reappears on idle state.
Spoiler:
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NightFright
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Re: Improving PerK's smooth animations mod

Post by NightFright »

I have compared it to the original animation, and in the end the modded chaingun looks just like the original one. Like it should be, I believe. Maybe I am just not getting it, but well... :)
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Xtyfe
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Re: Improving PerK's smooth animations mod

Post by Xtyfe »

NightFright wrote:I can't do the BFG modifications by myself due to lack of knowledge regarding DECORATE coding. I might be able to add the recoil frames by simple trial & error but wouldn't be able to promise it'd be anything near accurate and synchronized with sound effects. Combining it with the muzzle animation also isn't exactly easy, especially regarding offsets.

I am sure it can be done though, if someone can help finishing this, it'd be great.
Not the same as those sprites, but these are from polished skull as well
ItsNatureToDie
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Re: Improving PerK's smooth animations mod

Post by ItsNatureToDie »

Here is a combination of my recoil, Z86 muzzle retraction and (I do not remember the author) flash animation which I only improved upon.
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Xtyfe
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Re: Improving PerK's smooth animations mod

Post by Xtyfe »

ItsNatureToDie wrote:Here is a combination of my recoil, Z86 muzzle retraction and (I do not remember the author) flash animation which I only improved upon.
I like :D
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NightFright
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Re: Improving PerK's smooth animations mod

Post by NightFright »

Great! That should make things easier. Now we just need the DECORATE code for this...
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Blox
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Re: Improving PerK's smooth animations mod

Post by Blox »

Improved PKPLB0 (Was a bit TOO green.)
Image

Edit: Also applied a color adjustment to PKPLC0, to smoothen the transition:
Image
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Tapwave
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Re: Improving PerK's smooth animations mod

Post by Tapwave »

Blox wrote:Improved PKPLB0 (Was a bit TOO green.)
The barrel and tan handle thing don't seem to match up in terms of angling for me. I dunno, the barrel just seems a bit too turned.
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Xtyfe
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Re: Improving PerK's smooth animations mod

Post by Xtyfe »

NightFright wrote:Great! That should make things easier. Now we just need the DECORATE code for this...
Go go go :D I await in suspense

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