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Re: [WIP] COD:DoomOps

Posted: Fri Mar 04, 2011 8:10 pm
by NeuralStunner
SergeantGnarKill: Wow you totally butchered that set of quote tags.

Re: [WIP] COD:DoomOps

Posted: Sat Mar 05, 2011 5:33 am
by bleant
CoD: Black Ops has a cool theatre mode. What I do is set up a private match (for mine I use Jungle, and SOG-Hardline) and go through all of the animations I want (idle, walking, aiming, firing, reloading, etc.) Then I watch the match on theatre mode. I slow down the animation to .10x. Then I rip screenshots clip by clip roughly 20-35ish per second. You upload the screenshots to your file share. Then you download the screenshots from callofduty.com. Then I use my photo editor to remove all of the background, and add transparency. I'm sure that there is probably an easier way, but this is the way I know. I will also be using this for ripping players and props.
Needs more fraps

Re: [WIP] COD:DoomOps

Posted: Sat Mar 05, 2011 8:53 am
by wildweasel
@bleant, not sure if this is the case, but Gnarkill might not be using the PC version of the game, at which point Theater mode is all he has.

Re: [WIP] COD:DoomOps

Posted: Sat Mar 05, 2011 10:32 am
by bleant
@wildweasel, lol, i don't know much about COD, you see, i have neither a good PC,or any 3rd generation console

What's the condition of this mod? How's the progress going? Ya still in that goddamn island?

Re: [WIP] COD:DoomOps

Posted: Sat Mar 05, 2011 3:12 pm
by TheDoomGuy
I like the weapon... it's the closest I've felt to feeling like I was actually using a 3D weapon, it's just that clean.

And good luck with your family situation, hope that all pans out favorably. :)

Re: [WIP] COD:DoomOps

Posted: Sat Mar 05, 2011 5:50 pm
by bleant
the closest I've felt to feeling like I was actually using a 3D weapon, it's just that clean.
I can't disagree here, it's pretty good.

Oh yes, did anyone else have some delay in the reloading? I press the reloading button, and just after a little while - about 0.75 seconds - the weapon reloads, it can be pretty annoying sometimes, imma analyze the code now

Re: [WIP] COD:DoomOps

Posted: Sun Mar 06, 2011 9:58 pm
by SergeantGnarKill
I just fixed the reload delay issue, it will be on the next update. And just so everybody knows I'm using xbox 360. Thanks for the support, the family situation is much better, now all I need is for the day to be 28 hours long and redbull to be cheaper.

Re: [WIP] COD:DoomOps

Posted: Wed Mar 09, 2011 8:59 pm
by SergeantGnarKill
New update with a new weapon. Check it out!
Spoiler:

Re: [WIP] COD:DoomOps

Posted: Thu Mar 10, 2011 7:28 pm
by bleant
This is late(my comment) - but it looks pretty good! I'm still looking forward to AK47 :D

Re: [WIP] COD:DoomOps

Posted: Thu Mar 10, 2011 9:09 pm
by lizardcommando
Oooh... Neat!

Re: [WIP] COD:DoomOps

Posted: Sat Mar 12, 2011 11:59 am
by bleant
Well, what can i say? The weapon is pretty good, and i can't find flaws within it, however, the animations are too... not smooth, i dunno if this is on purpose, and i don't really have a problem with low framed animations, however, i think there should be a contrast with the other weapons, e.g. the m14 has quite smooth animations, the death machine too, but this one hasn't.

Re: [WIP] COD:DoomOps

Posted: Sat Mar 12, 2011 2:36 pm
by lizardcommando
Yeah, I was wondering why the animation for the sniper rifle is really choppy compared to the other guns...

Re: [WIP] COD:DoomOps

Posted: Sat Mar 12, 2011 3:07 pm
by Machalite
On your L96 sprite in the screenshot, you can see shadows being cast on the weapon. Mind that when you're doing the screencaptures.

I doubt you need help gathering screencaptures, since that's the easy part, but it's something I can lend a hand with. I have the pc version of Black Ops, and Fraps, which would make that part of the process faster.

Re: [WIP] COD:DoomOps

Posted: Sat Mar 12, 2011 11:20 pm
by SergeantGnarKill
Thanks for all the feedback. I think I'll add some more intermediate frames to smooth it up a bit. Right now I'm working on the AK47 and crossbow. The crossbow is a major bitch because of all the little pockets of background space caused by all the strings and pulleys and whatnot. I started the crossbow when I very first started work on this WAD, but it's taking forever!

Re: [WIP] COD:DoomOps

Posted: Sun Mar 13, 2011 1:02 pm
by chevrolet103
This is a very good mod and I loved playing it.

I only see one problem and its with the L96, when it is fired the bolt is pulled back far to quickly compared to the original COD version.