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Taboo's Mods - G2A4 released, more questions abound

Posted: Fri Dec 05, 2014 12:27 am
by .::Taboo::.
Having sorted out my mysterious graphical issues by switching to OpenSpades, I've now immediately started working on new mods. You don't even know how pleased I was to realise that I can now work with much more higher detail models.
G2A4 Rifle
Rifle Replacement
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Brief video of it in action
[DOWNLOAD]

Coming soon:
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For the sake of it, here's my old mod thread.

Re: Taboo's Mods - Currently WIP

Posted: Fri Dec 05, 2014 5:22 am
by .::Taboo::.
Okay, got a couple of questions now that I'd appreciate folks addressing. Thanks in advance, folks.

Re: Taboo's Mods - Currently WIP

Posted: Fri Dec 05, 2014 7:31 am
by Warp
.::Taboo::. wrote:
Okay, got a couple of questions now that I'd appreciate folks addressing. Thanks in advance, folks.
Massive model my friend.

That message would suggest to me that there's something wrong with your view.as, but if the reflex is as huge as the weapon, that might be the reason! Try one of my reflex sights and see if that works. Green_Happy1

Re: Taboo's Mods - Help wanted, I have no idea what I am doi

Posted: Fri Dec 05, 2014 9:25 am
by .::Taboo::.
The sight is the correct size; I had indeed originally made it too big but I resized it prior to making the thread. Without the code for the reflex sight's rendering under the Draw2d() function, it works fine.
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Re: Taboo's Mods - Help wanted, I have no idea what I am doi

Posted: Fri Dec 05, 2014 11:40 am
by MrHaaax
Titanfall is it? I'm guessing basing on the reflex's design. Looks wonderful!
But OpenSpades/AoS is dead by now; I suggest you, or more like it, beg you to switch over to VoxelWar: It has native double-model support!
One of my model made for it as examples, no advertising intended:
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I could foresee you as the next SIMOX (along with Evergreen)!

Re: Taboo's Mods - Help wanted, I have no idea what I am doi

Posted: Fri Dec 05, 2014 2:14 pm
by Warp
MrHaaax wrote:

I could foresee you as the next SIMOX (along with Evergreen)!
True dat. (why not me hax :(( i cry everytiem)

Maybe you should ask chameleon, Taboo. He's pretty good with this stuff.

Re: Taboo's Mods - Help wanted, I have no idea what I am doi

Posted: Fri Dec 05, 2014 6:51 pm
by Chameleon
yes, you should ask me :P

How do I adjust where the camera goes when going into ADS?
I think my tutorial lacks this, so I will give explanation and code here:
Ingredients: "AimDownSightStateSmooth", "mat" (aka "param.matrix") and "Notepad++" (an awesome program, set language to C++ for highlighting)
If the weapon is hipped, "AimDownSightStateSmooth" is 0, when aiming it is 1
"mat" represents the position, scale and rotation, I guess you know that already :)
Here's the code:
"mat *= CreateTranslateMatrix(0.f, AimDownSightStateSmooth*10.f, 0.f);"
Put that line after "mat = GetViewWeaponMatrix() * mat;", so it is applied to every single model of your weapon (maybe even hands, depending on where else you put it instead)
"//(x+left/-right, y+further/-closer, z+down/-up)" just a quick reminder of what each axis does :) useful!

How do I size and position the magazine model?
Use "mat *= ..." (same as "mat = mat * ..."), together with:
"CreateTranslateMatrix(0.f, 0.f, 0.f);"
"CreateRotateMatrix(Vector3(0.f, 0.f, 0.f), DGRs.IN.RADIANS);"
"CreateScaleMatrix(1.f, 1.f, 1.f);" OR "CreateScaleMatrix(1.f);"
Each one of these is covered in my tutorial. First link in sig. (Yes, shameless self adverstising)

When I try to set up a reflex sight, I get this error, what am I doing wrong? The view.as can be reviewed here.
1. I don't care about that white box with "OK" button, it says exactly nothing to me.
2. I care about that black console, as it has precise location of error (type of error, number of line and number of character).
3. Capture screenshot of console, upload here or PM me.
4. I guess you did not declare a variable the HCOG sight is using...

Re: Taboo's Mods - Help wanted, I have no idea what I am doi

Posted: Sat Dec 06, 2014 5:31 pm
by .::Taboo::.
Seem to have basically figured everything out now.
Once I've sorted out some sound levelling issues, the G2 should be ready for release at some point later today.

Re: Taboo's Mods - Help wanted, I have no idea what I am doi

Posted: Sun Dec 07, 2014 3:01 am
by FoobyDude
Just saw the video, Damn those are some sexy guns. Keep the good work up, The talent is strong in this one.

Re: Taboo's Mods - G2A4 released, more questions abound

Posted: Sun Dec 07, 2014 7:36 am
by .::Taboo::.
G2 released, but I have found two more things to ask about. I consider it a talent of mine.
  • How can I scale a grenade's projectile model?
  • Is there no way to change the sound logic for grenades? Namely the bouncing and explosion sounds.

Re: Taboo's Mods - G2A4 released, more questions abound

Posted: Sun Dec 07, 2014 1:32 pm
by Chameleon
1. Changing the scale of a thrown grenade is impossible, unless you edit the source code. Tell me if you do, I have lots of stuff to change.
2. You can change the sounds themselves, but you cannot change the way they are played (it's in the source code also).
Same for tracers, smoke, casings...

Re: Taboo's Mods - G2A4 released, more questions abound

Posted: Thu Dec 11, 2014 8:55 pm
by bloodfox
HOLY SHIT YOUR MODS ARE AMAZING

Re: Taboo's Mods - G2A4 released, more questions abound

Posted: Fri Dec 12, 2014 4:13 pm
by Evergreen
Really like these. Can't wait to see what else you come out with! :) As far as switching to Voxel War, I wouldn't recommend it. At least not at this stage. As a new modder for just Open Spades itself, I've gotten almost 1000 downloads on all the mods I've posted (the earliest from August.) At the current stage, Voxel War has a lot of things to overcome, and doesn't have the [small] following AoS/OS does. Though, Warp has done a cool thing with these duo releases for both OS and Voxel War.

Re: Taboo's Mods - G2A4 released, more questions abound

Posted: Fri Dec 12, 2014 6:35 pm
by Chameleon
Evergreen is right. Also VXW is not as fast as OS (in a way) - super detailed gun models are far more likely to cause lag. If you use low rendering quality, then mods start to look like ----.