Smooth Weapons Enhanced [v3.2.1]

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
Zombieguy
Posts: 1880
Joined: Mon May 24, 2010 4:38 pm
Location: C:\Earth>

Re: Improving PerK's smooth animations mod

Post by Zombieguy »

Are we dealing with offsets now? This is looking really nice.
User avatar
Minigunner
Posts: 754
Joined: Mon Dec 28, 2009 5:13 pm

Re: Improving PerK's smooth animations mod

Post by Minigunner »

There is an interpolated BFG by ItsNatureToDie here.
User avatar
NightFright
Spotlight Team
Posts: 1316
Joined: Fri May 02, 2008 12:29 pm
Location: Germany

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. :)
User avatar
Minigunner
Posts: 754
Joined: Mon Dec 28, 2009 5:13 pm

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.
User avatar
Xtyfe
Posts: 1472
Joined: Fri Dec 14, 2007 6:29 pm
Graphics Processor: nVidia with Vulkan support

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?
User avatar
NightFright
Spotlight Team
Posts: 1316
Joined: Fri May 02, 2008 12:29 pm
Location: Germany

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.
User avatar
PillowBlaster
Posts: 917
Joined: Sun Jan 24, 2010 2:55 pm

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:
User avatar
NightFright
Spotlight Team
Posts: 1316
Joined: Fri May 02, 2008 12:29 pm
Location: Germany

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... :)
User avatar
Xtyfe
Posts: 1472
Joined: Fri Dec 14, 2007 6:29 pm
Graphics Processor: nVidia with Vulkan support

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
Posts: 222
Joined: Tue Jun 23, 2009 1:59 am

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.
You do not have the required permissions to view the files attached to this post.
User avatar
Xtyfe
Posts: 1472
Joined: Fri Dec 14, 2007 6:29 pm
Graphics Processor: nVidia with Vulkan support

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
User avatar
NightFright
Spotlight Team
Posts: 1316
Joined: Fri May 02, 2008 12:29 pm
Location: Germany

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...
User avatar
Blox
Posts: 3728
Joined: Wed Sep 22, 2010 9:35 am
Location: Apathetic Limbo

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
User avatar
Tapwave
Posts: 2077
Joined: Sat Aug 20, 2011 8:54 am
Graphics Processor: nVidia with Vulkan support

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.
User avatar
Xtyfe
Posts: 1472
Joined: Fri Dec 14, 2007 6:29 pm
Graphics Processor: nVidia with Vulkan support

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

Return to “Gameplay Mods”