Seeing weapon in 1st person view
by James Pulliam · in Torque Game Engine · 08/18/2005 (4:27 am) · 15 replies
Ok i have been researching a answer for this for a while now, and i am coming up empty handed.
when i am in first person view i can not see my gun. now this to me is something that is really as in really needed in a 1st hand shooter game. i don't think i ever seen one 1st hand shooter game where the gun the person is carrying is out of site.
i inserted a 3 gun pack from the resources off the gg web site. i beleive they was the gw_weapons pack. the guns in this pack show up, although they are messed up looking in a 3rd person view they point upwards. in 1st person view they seem ok. if ya looking at another player they once again seem to be pointing upwards. i am guessing that is because they was written to work with the default orc player in torque's fps starter kit.
but the point really is that they are able to be seen in 1st person view.
i downloaded and installed the brave tree soldier pack. the soldier came with a m16. the gun works alright and when viewed in 3rd person view or when viewing another player. the gun is visible. however when you are in 1st person view you can not see the gun, all that is in the screen is your crosshairs.
i turned on 1st person render to true, to where ya can see ya body when ya look down. but still no gun. i can see the hands and my body, but the hands are in the shape like they holding a gun, but there is no gun, it is invisible.
i looked through the scripts of the gw_weapons pack hoping i could find a difference in the script. but i did not see any outside of offset camara view. i set those the same in both scripts but still saw no m16.
so can someone please tell me how do i get my m16 to be seen in 1st person view?????
when i am in first person view i can not see my gun. now this to me is something that is really as in really needed in a 1st hand shooter game. i don't think i ever seen one 1st hand shooter game where the gun the person is carrying is out of site.
i inserted a 3 gun pack from the resources off the gg web site. i beleive they was the gw_weapons pack. the guns in this pack show up, although they are messed up looking in a 3rd person view they point upwards. in 1st person view they seem ok. if ya looking at another player they once again seem to be pointing upwards. i am guessing that is because they was written to work with the default orc player in torque's fps starter kit.
but the point really is that they are able to be seen in 1st person view.
i downloaded and installed the brave tree soldier pack. the soldier came with a m16. the gun works alright and when viewed in 3rd person view or when viewing another player. the gun is visible. however when you are in 1st person view you can not see the gun, all that is in the screen is your crosshairs.
i turned on 1st person render to true, to where ya can see ya body when ya look down. but still no gun. i can see the hands and my body, but the hands are in the shape like they holding a gun, but there is no gun, it is invisible.
i looked through the scripts of the gw_weapons pack hoping i could find a difference in the script. but i did not see any outside of offset camara view. i set those the same in both scripts but still saw no m16.
so can someone please tell me how do i get my m16 to be seen in 1st person view?????
#2
Does this mean you are using a character other than the Orc? If this is the case, check that the "mount0" node exists and is orientated exactly the same as the Orc if you want the crossbow to show up
08/18/2005 (4:45 am)
Quote: i am guessing that is because they was written to work with the default orc player in torque's fps starter kit.
Does this mean you are using a character other than the Orc? If this is the case, check that the "mount0" node exists and is orientated exactly the same as the Orc if you want the crossbow to show up
#3
08/18/2005 (5:01 am)
Also, the Orc and his weapon are maybe 5 times bigger than the soldier.
#4
i am not using the crossbow because of that, and that the soldier doesn't really look like type to carry a crossbow.
i am not really worried about the gws_weapons, or the crossbow, for they will all be replaced with different weapons.
my main concern is the m16 and getting it to be seen in 1st person view.
i have read the other posts that was linked in above reply.
that is saying that they fixed it and the fix will be posted on the garage games web site?
well if i have to wait until the update i hope it comes out soon.
thanks everyone for the replies,
still don't really have a answer, if anyone else have any ideas i would be more then glad to hear them.
08/18/2005 (11:27 am)
Yes i relize that the orc is alot bigger then the soldier, that is why i said i am guessing that is why they aim up in 3rd person view.i am not using the crossbow because of that, and that the soldier doesn't really look like type to carry a crossbow.
i am not really worried about the gws_weapons, or the crossbow, for they will all be replaced with different weapons.
my main concern is the m16 and getting it to be seen in 1st person view.
i have read the other posts that was linked in above reply.
that is saying that they fixed it and the fix will be posted on the garage games web site?
well if i have to wait until the update i hope it comes out soon.
thanks everyone for the replies,
still don't really have a answer, if anyone else have any ideas i would be more then glad to hear them.
#5
othervise the only thing i can think of is that you changed this in prefs,cs
$pref::player::renderMyItems = "1";
if you set this one to 0 you dont see the weapon in first person.
Or maybe your eyeoffset in the weaponscript is wrong.
Some hints hope it helps !
08/18/2005 (5:47 pm)
Renderfirstperson in player.cs is used for so you can see the playermesh in firstperson.othervise the only thing i can think of is that you changed this in prefs,cs
$pref::player::renderMyItems = "1";
if you set this one to 0 you dont see the weapon in first person.
Or maybe your eyeoffset in the weaponscript is wrong.
Some hints hope it helps !
#6
08/18/2005 (6:26 pm)
Set the eye offset differently. Set the eye offset to 0 0 0 in the weapon datablocks (which is no eye offset, thus positioned how the soldier is actually holding it), and if you still cannot see your weapon, you have a problem.
#7
08/18/2005 (8:07 pm)
I thought the first person weapon view was a seperate model... Not correct?
#8
08/18/2005 (10:29 pm)
Nope; just a different camera angle.
#9
the rendermyobjects is set to "1"
i did the eyeoffset to 0 0 0 and had no luck so i guess me in trouble.
what i don't understand is why do the free weapons i got off the resource section show up, but the weapon i paid for does not.
somthing really not right in that picture.
08/19/2005 (12:58 am)
Well i do apriciate the help you all are trying to give me, but so far still no luck. the rendermyobjects is set to "1"
i did the eyeoffset to 0 0 0 and had no luck so i guess me in trouble.
what i don't understand is why do the free weapons i got off the resource section show up, but the weapon i paid for does not.
somthing really not right in that picture.
#10
Are you adding in the weapons differently?
08/19/2005 (1:35 am)
It could be caused by a change that you made in the script/code earlier...Are you adding in the weapons differently?
#11
http://www.garagegames.com/mg/snapshot/view.php?qid=1023
In it Jeff Gran wrote:
"Everyone: Thanks to a tip from Chris "C2" Byars, I figured out what the problem is with the weapon being sideways when using a eyeOffset. The mount node is aligned with world space before the transition to the root pose, instead of after. I'm going to fix it this weekend and hopefully we can get the updated files up ASAP."
I don't know if the files have been updated or not.
I had the same problem, did a temporary fix by rotating my original weapons and then re-exporting
my weapon dts objects along with setting my eyeOffset to 0 0 0. (I honestly can't remember which xyz axis i did, I believe a 180 then...oh, I can't remember, sorry. You'll have to experiment). They appear correct in first and third person, but the first person weapon is pretty low (although the hands align well, as do the shadows in first and third person). The only other problem is the crosshairs don't follow the barrel point of the weapon. Unfortunately unless you have Max,
or know someone who does, the soldier pack stuff is only in that format so you can't do this fix like
I did on my orig. weapons stuff in Milkshape.
Maybe someone who has Max and can rotate and test a new dts m16 weapon could test my fix...
hint hint...
Don't know if this is any help or not. Good Luck.
08/19/2005 (2:13 am)
@James take a look at this thread if you haven't already.http://www.garagegames.com/mg/snapshot/view.php?qid=1023
In it Jeff Gran wrote:
"Everyone: Thanks to a tip from Chris "C2" Byars, I figured out what the problem is with the weapon being sideways when using a eyeOffset. The mount node is aligned with world space before the transition to the root pose, instead of after. I'm going to fix it this weekend and hopefully we can get the updated files up ASAP."
I don't know if the files have been updated or not.
I had the same problem, did a temporary fix by rotating my original weapons and then re-exporting
my weapon dts objects along with setting my eyeOffset to 0 0 0. (I honestly can't remember which xyz axis i did, I believe a 180 then...oh, I can't remember, sorry. You'll have to experiment). They appear correct in first and third person, but the first person weapon is pretty low (although the hands align well, as do the shadows in first and third person). The only other problem is the crosshairs don't follow the barrel point of the weapon. Unfortunately unless you have Max,
or know someone who does, the soldier pack stuff is only in that format so you can't do this fix like
I did on my orig. weapons stuff in Milkshape.
Maybe someone who has Max and can rotate and test a new dts m16 weapon could test my fix...
hint hint...
Don't know if this is any help or not. Good Luck.
#12
my weapons is not sideways, it isn't being seen.
when in 3rd person view it is there and it looks properly.
just don't see it when in 1st person view.
i have played with the eyeoffset and it didnt seem to make any change to it.
i have compared the m16.cs file to the machinegun.cs (which some with the gws_weaponspack1)
but i have really seen any differences between the two scripts that deal with the way the gun is displayed.
i tried to change out the machinegun with the m16 in the machine gun script. then it was showing but was sideways.
who knows maybe i can't see it is because it is sideways. i really don't know. but when in renderself mode if it was there only sideways ya think ya would be able to see it. but i can't
i dunno.
has anyone got the adam pack and if so does this have same problem???
08/19/2005 (3:15 am)
Well thanks for the link i went and asked if he could help me on this. my weapons is not sideways, it isn't being seen.
when in 3rd person view it is there and it looks properly.
just don't see it when in 1st person view.
i have played with the eyeoffset and it didnt seem to make any change to it.
i have compared the m16.cs file to the machinegun.cs (which some with the gws_weaponspack1)
but i have really seen any differences between the two scripts that deal with the way the gun is displayed.
i tried to change out the machinegun with the m16 in the machine gun script. then it was showing but was sideways.
who knows maybe i can't see it is because it is sideways. i really don't know. but when in renderself mode if it was there only sideways ya think ya would be able to see it. but i can't
i dunno.
has anyone got the adam pack and if so does this have same problem???
#13
how the soldier player was built originally. Here is a link to a modified m16.dts that I made which renders for me in both third and first person (although like I mentioned it is held low in first person and if you mess with the eyeOffset things start to get funky). See if you can see this one. I can mess
with the scale for you a bit too. (Not sure if it's exact to the original or not).
www.reallyreallygoodthings.com/m16.dts
I really don't think it's going to work exactly right until the fixed soldierpack is approved and posted,
at least that's the impression I get, but this might tide you over until then.
Again, Good Luck!
Edit: also...a big also...the crosshairs are not fixed to the barrel, so when you aim around, its
not an exact alignment with the barrel. If you get it to work, you'll see what I mean.
08/19/2005 (6:48 pm)
James, I have the adam pack also and it doesn't have the same problem. It has to do withhow the soldier player was built originally. Here is a link to a modified m16.dts that I made which renders for me in both third and first person (although like I mentioned it is held low in first person and if you mess with the eyeOffset things start to get funky). See if you can see this one. I can mess
with the scale for you a bit too. (Not sure if it's exact to the original or not).
www.reallyreallygoodthings.com/m16.dts
I really don't think it's going to work exactly right until the fixed soldierpack is approved and posted,
at least that's the impression I get, but this might tide you over until then.
Again, Good Luck!
Edit: also...a big also...the crosshairs are not fixed to the barrel, so when you aim around, its
not an exact alignment with the barrel. If you get it to work, you'll see what I mean.
#14
i placed the m16 in the machineguns place from the gws_weapons pack1 and then i could see it but it was still side ways.
i think i am jsut gonna get the adams pack and see if i can fix it with those scripts. or maybe just use adam until they fix the soldier.
i just purschased the brave tree tanks and proly gonna be trying to get them into my game. that should hold me over for a little while anyhows.
thanks again for you help.
08/20/2005 (1:08 am)
Well alan thanks for your effort, but it didn't work, i still can not see the m16.i placed the m16 in the machineguns place from the gws_weapons pack1 and then i could see it but it was still side ways.
i think i am jsut gonna get the adams pack and see if i can fix it with those scripts. or maybe just use adam until they fix the soldier.
i just purschased the brave tree tanks and proly gonna be trying to get them into my game. that should hold me over for a little while anyhows.
thanks again for you help.
#15
eyeOffset in your M16.CS script is "0 0 0" and you've deleted your latest M16.CS.DSO so the latest script change is being used? This m16 shows up for me sideways too if it is anything else but that. I've changed stuff in Scripts left and right, with nothing I did changing anything only to realize that it was still executing an unupdated .DSO from days before.
The Adam Pack is great BTW, but remember when you are making interiors and such that he's
about 6'10" to scale, where the Soldier Pack Character is about 5'9". It can affect the look of how you scale things (practical experience on that one talking here...=p )
Anyways, have fun and don't get frustrated, it'll all come together eventually!
08/20/2005 (3:57 am)
Ok, James sorry that didn't help. Just one last thing. You are absolutely positive that theeyeOffset in your M16.CS script is "0 0 0" and you've deleted your latest M16.CS.DSO so the latest script change is being used? This m16 shows up for me sideways too if it is anything else but that. I've changed stuff in Scripts left and right, with nothing I did changing anything only to realize that it was still executing an unupdated .DSO from days before.
The Adam Pack is great BTW, but remember when you are making interiors and such that he's
about 6'10" to scale, where the Soldier Pack Character is about 5'9". It can affect the look of how you scale things (practical experience on that one talking here...=p )
Anyways, have fun and don't get frustrated, it'll all come together eventually!
Torque Owner John Coyne
http://www.garagegames.com/mg/forums/result.thread.php?qt=32911