A base FPS mod upon which you can build and make your own!

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Report RSS Quick Update: New weapon animation style
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ALT_OhDude Author
ALT_OhDude - - 183 comments

Sorry about the terrible quality. May have something to do with the resolution being under 1280x720.

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Rob12772
Rob12772 - - 126 comments

Nice idea! Though the fingers look weird, but overall nice start.

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ALT_OhDude Author
ALT_OhDude - - 183 comments

The reason they look strange is because each moving part is a separate "piece", basically following the principle of old arcade games. :P

They still could use some adjustments, though, which will most likely make them look at least a little less weird.

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Max_Payne_3
Max_Payne_3 - - 412 comments

Whoah! This looks pretty good. Lots of potential. I'm not sure if it's possible... but my only concern is the jacket is kinda covering up the overall quality of the animations.

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ALT_OhDude Author
ALT_OhDude - - 183 comments

Honestly, the sleeves are a positive thing; they cover the hole in the wrist. One of the issues with this system is, in fact, characters with bare arms...

Though I'll have to agree that they're a little too big and could use some shrinking, since it does look weird in certain animations where the arms are close together as well.

Reply Good karma+2 votes
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Description

I wasn't able to add the Max Payne 2 hands to the player skins because apparently Max Payne 1 is a lot less lenient regarding what you can and can't do with skeletons.
Instead, I came up with this: I took the hand models from Max 2, split them into pieces (one for each moving part) and made the result part of the weapon models. So now, the player models only come with a left hand while the right hand is always a part of the weapon you're holding.

In the video, you can also see that even when not holding any weapons at all, Max still has a right hand, as that is part of the "Empty" weapon's model.

This setup allows for individual finger animation for weapons, which will (hopefully) look much better than the low resolution static hands from vanilla Max Payne; and is much less complicated than any previous attempts. It still has some limitations, but these can be easily circumvented through custom animations.

I also still haven't adjusted the player animations to really showcase what the new system can do, so I'm using the ones previously seen. The weapon itself does have some animations of its own, but they weren't exactly made to "match" the player's animations.