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Yeah, what Swags said -
The First person arms are a bit proportionately short to overcome some perspective issues with using a non-eye field of view angle. Trust me what I say it looks fine ingame.
Yeah, July is a realistic projection. We'd hoped to have something to show by November, but life got in the way of some things.
Yes, you're correct on all accounts- There's no Bolt-hold-open function on the MP5A2. our model reflects that, though perhaps the animation doesn't show off well enough (fear not, working on some nicer animation renders to put up that do show it better). Don't worry, the bolt manually gets locked back by the player on dry magazine changes and inital battery check when you first pick up or select the weapon only.
Oh yes, very much multiplayer coop.
Thats mostly thanks to the shader. Don't worry, it looks better ingame.
he's done absolutely nothing, but he did just grab large chunks of the SC and HL sections at FPSB and decided to put his name on it.
I'm not referring to the fact it's a dry reload, I'm reffering to the fact that the transition period between tapping the mag and charging the bolt is jarringly long, as in maybe 3 times longer than it needs to be. Re- the AUG, by awkward as hell I mean that to me, the angle the gun is held at changing the mags looks odd, the timing between poses is odd, especially the bolt charge( and given the lengthy amount of time the somewhat more managable SR3M got on it's reload animation). That's what I mean by awkward.
And yes, you can live in a video game world where you can do what you want, but as long as you're trying to emulate form and function from the real world, does it not make sense to go the extra mile?
And that was my point. Aside from those things, your animation is pretty decent, I just wanted to point out some areas that could improve.
From a purely realism standpoint, the time between the mag being tapped and the bolt being charged on the SR2M is stupidly long. Also, the hand grip on the CZ75 is way low, the idea is the gap between thumb and forefinger should be a close to bore axis as is practical(ie, in the curve of the tail of the grip)... What alse.. Oh, the AUG reload is awkward as all hell and the bolt handle does not ******* reciprocate while firing.
Other than that shopping list of things that immediately grate my common sense meter, the animations aren't half bad.
Not illegal, but it IS a breach of contract and agreement that you agreed to when you installed Half-Life 2. Basicly, this means that you've just forfeited your right to defend your using HL2 models in HL1, and Valve are within your means to ask you to stop under threat of legal action.
So not illegal, but still something you can be taken to court for.
I **** you not.
I gotta say, I'm well pleased with the level design that I can see here, mate. Can't wait to see more.
Cool doesn't half describe it, man.
I gotta say, I really love they way you guys approch mapping. Nothing short of amazing.
Not in the ghetto, and the Op isn't your average one. All I'll say is you'll come against a variety of different threats, and not all of them will be the military kind, and this is one of the non-military kind.
Primarily Cooperative. I mean, you could play through solo, but the core design is focused on making it playable by up to six people.
Ironsight will be done via code, rather than animations.
It's a weapon safety check.
Basically, that first draw there is for when you first pick up a Glock ingame. What the player is doing here doing is a quick chamber check (make sure there's no dud ammo in the gun already), putting a magazine in, and chambering a round to be ready to go shootin.
Yeah, it's a bit technical, but technical correctness was one of the aims here :)
Some of that kick will be taken up in the way the weapon's coded, so don't worry, you'll get fairly true to life kick.