Game Development Community

Default soldier gun glitched.

by Christopher Gardner · in Torque 3D Professional · 06/24/2011 (5:40 am) · 4 replies

So I've finally downloaded T3D 1.1 and the first thing I see is that the eye offset for the soldier gun is clearly messed up in all the demos and examples.
I fixed the eye offset to be "0.2 0.25 -0.1" which seems about right but I have another problem, the hands of the soldier seem to move independently through the gun, and it looks really bad.
Is there any way I can just disable the hands showing, or at least make the gun fit with the hands?

Edit: found a way to disable the hands, but I'd like to have them working if anyone has a fix.

#1
06/24/2011 (5:59 am)
Fix would be great.
#2
06/24/2011 (7:06 am)
Making a weapon work seamlessly with a character can only easily be done by making the weapon part of the character model rather than having an independent weapon model, like most things in game development its a trade off.

The same problem exists in even multi million AAAAA games, with weapons and armour sticking through body parts or body parts sticking through weapons and armour and so on. So this seems to be a fairly generic problem across games and engines.

While I havent really studied this extensively in practice i have written as part of by design plan the fact that two handed weapons need to have two different mount points on the weapon itself, so that the animations work and look right, as i said ive not really studied this from an actual implementation or torque perspective as characters and the perfection thereof are somewhere close to the last part of the development process, or at least my todo lists anyway.
#3
06/24/2011 (12:37 pm)
Unfortunately we were not able to get everything polished before the release. This is a known issue.
#4
06/25/2011 (5:36 am)
I feel it's more of a FOV issue...I can easily construct the two separate objects to perfect scale; weapon and player object. It's when you sight along the 'weapon' object that the FOV gives an 'unrealistic' perspective to the 'weapon' object. Hand weapons look 'okay' rifles get WAY TOO SMALL at the barrel end.

Half-Life First person weapons demonstrate this....they look GREAT when in First Person...but if you viewed them in 3rd person...or look at the asset outside the Valve engine...you'd see how weirdly scaled the geometry is along the 'sight line'...ever remember seeing Gordon in 3rd Person?? Which is why that engine had 2 weapon models...one for 3rd person, one for 1st person.

Torque engines suffer from this especially, since there is no separation between 3rd and 1st person weapon objects, they're the same....and with the two camera views...very hard to get the FOV right; so you fudge and scale the asset[like HL] and remove 3rd person viewing/cam. 'Pasting' the object to the HUD...just ain't cutting it anymore.....

...a few cents on objects and the two camera system in Torque. Now, if you could swap the FOV between 1st/3rd Person with the weapon mounting....or adjust it.