saindd Posted June 4, 2015 Share Posted June 4, 2015 Has anyone implemented the classic aim down the sights behavior in T3D? It's default behavior is just to zoom the camera and i was curious about how to use the FP animation in there. Quote Link to comment Share on other sites More sharing options...
rlranft Posted June 5, 2015 Share Posted June 5, 2015 I'm guessing you mean "iron-sights" - Here's an old thread.... https://www.garagegames.com/community/forums/viewthread/107899And another old thread - http://www.garagegames.com/community/resources/view/21418 Quote Link to comment Share on other sites More sharing options...
Duion Posted June 5, 2015 Share Posted June 5, 2015 I used that one with eye offset but it gives you a problem, the muzzle vector (where the bullets start) will be wrong after it. Quote Link to comment Share on other sites More sharing options...
saindd Posted June 5, 2015 Author Share Posted June 5, 2015 How is the muzzle placed? Is there a bone or something? Quote Link to comment Share on other sites More sharing options...
Duion Posted June 5, 2015 Share Posted June 5, 2015 It is called muzzlepoint on the model, it defines where the bullets come out, if you use eye offset now this point is placed away, in some cases not so much in some cases more. The eye offset resource replaces the pistol muzzlepoint only for a little so that it is not so bad, but for the lurker it places it left to your head, so the bullets come from left of your head if you use iron sights, while normally they come out of the gun barrel. Quote Link to comment Share on other sites More sharing options...
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