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Armed Assault Info Forums > English > Free spins in web3 NFT roulette! [https://stepn.cc/] > Addons - Released
wipman
Hi, i've added some red shiny red dots to the M1911's sights and also made the
sight FOV wider, to adquire and chase moving targets, i hope that you like it.

-=WIP-M1911 A1 v0.96 Armedassault.info Mirror=-
-=WIP-M1911 A1 v0.96 Armaholic.com Mirror=-






On Daytime:


By Night:


Let's C ya
Psychosim
Very cool............

Nice work Wipman
modEmMaik
QUOTE(wipman @ May 1 2009, 00:10) *
... i hope that you like it.


Very much, indeed thumbsup.gif
sgt.spoetnik
Hi wipman, great looking m1911,try'd it out and weapon looks fine when put in cargo but ammo is a problem,when puth in cargo its says: no entry'bin\config.bin\cfgmagazines.7rd_45cal_wip'. didn got to chance to fire it yet but looking really good thumbsup.gif Keep it up.
wipman
Hi, i don't know what could be the problem, but the magazines names is: "7rnd_45cal_wip".
You must have some addon or Mod conflicting with it's ammo class, but i don't know which
could it be; sorry. Im glad that you like the gun. Let's C ya
sgt.spoetnik
Yep forgot the little"d" in 7rnd_45cal_wip, works fine now,thx for headsup, cya later.
Blackbuck
Wipman did you make the NV texture with the scanlines?
wipman
Hi, yeah man, i did it in the PS, for add some better shape to the screenshot, it looked very poor without it. Let's C ya
Blackbuck
Looks cool smile.gif
Linker Split
is the barrel animated man? smile.gif
wipman
Hi, no man, the barrel do not rotate, moves upwards or downward; the only animated things are: slide and hammer. But... the hammer do what it wants, i
don't know how to make it move as it should, so it gonna remain as that. But the barrel don't moves. Let's C ya
modEmMaik
QUOTE(wipman @ May 1 2009, 23:53) *
Hi, no man, the barrel do not rotate, moves upwards or downward; the only animated things are: slide and hammer. But... the hammer do what it wants, i
don't know how to make it move as it should, so it gonna remain as that. But the barrel don't moves. Let's C ya


We have discussed the animations lately at OFPEC (link). May be you find some thing usefull in that thread.

I noticed that the reload on some weapons is linked to a "ammo-belt"-rotation. So the reload may increase 1/magsize for each shot. A full animation may be implmented by using a maxvalue=0.999999/(MagSize) plus sourceAddress = "loop"; in your model.cfg (according to Gnat).
wipman
Hi, sorry modEmMaik but i don't understand that scripters language man, it's as egypcian geroglifics to me or as the chinese or jap pictorams. Let's C ya
modEmMaik
QUOTE(wipman @ May 2 2009, 12:54) *
Hi, sorry modEmMaik but i don't understand that scripters language man, it's as egypcian geroglifics to me or as the chinese or jap pictorams. Let's C ya


No problem,

I have modified a standard BI example M9 to have animated slider, hammer and trigger by Gnat's definition: BI-M9 animated

Feel free to check the memory LOD and the defined animations in the model.cfg, if you want to. Although those animations are so fast, you need a slow motion to detect them (except when the mag is empty...) boppin2.gif

BR,
mike
wipman
Hi, i've try your M9 and looks well done, sadly i don't know how to do a slow motion camera to check the
anim, but anyways, well done; i think that the slide should go a bit more backwards with each shot and
when it's empty, the space of the chamber is not enough for a 9mm PARA bullet, here it's an example:

M9FS:


About the anims coding... still beeing voodoo for me, when i look at the cfgmodel i begin to hear the
Body Count's song in my head "If you ever go down to New Orleans.. you might see and ol' lady..."
so take a look at the coding don't really helps someone as townfolk as me, but thanks anyway. Let's C ya
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