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| PR General Discussion : General discussion of the Project Reality modification. |
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#1 |
![]() Join Date: Mar 2008
Posts: 5
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Walking effects
Ever since Ive found out that Battlefield 2142 had the same engine as battlefield 2, ive been wondering. Can the Devs add the same runing effects as BF2142. One of the things ive loved about that game is the fact the camera shakes wenever you sprint. kinda makes you fell alot more involved...
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#2 |
![]() Join Date: Sep 2007
GermanyLocation: Frankfurt (Main)
Posts: 1,566
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Re: Walking effects
FH2 did something like that iirc. But it screwed some settings when playing other mods. So yes, possible.
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#3 |
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Re: Walking effects
yeah, that would give to that entire "wow this is a warzone" feeling you know? makes you feel more solid, not like a floating head XD
there's always a fix to that kind of stuff Spec... like... making it so that it checks to see if you have a PROPER BF2, then copying the files you ALREADY HAVE and making a new, stand alone PR mod. You'd probably have to talk it over with EA, but i doubt they'll care as long as it just copies the already installed BF2. That would make sure that the copyright IS protected, but allow extended modability =D (then after that you'd have to talk to Punkbuster...) or you could go down the route of just saying "This will screw up other mods. If you are not only playing PR, then do not install this mod" or something =D Edit: PS: This should be in the Suggestion Forum > > |
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#4 |
![]() Join Date: Apr 2008
SwedenLocation: Västergötland
Posts: 91
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Re: Walking effects
afaik you just need to animate the camera for the 1p runninganimations so it shouldn't be any difficulities doing that
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#5 |
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PR Art Team
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Re: Walking effects
We opted against that due to the fact that it induced motion sickness to a greater degree than other types of movements. It is easy, except try doing that to over 60 different sprint animations
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#6 |
![]() Join Date: Jun 2007
AustraliaLocation: Tas
Posts: 202
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Re: Walking effects
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Playing PR since 0.4
![]() RULE 22. When on Insurgent maps, teamswitch immediately to Allies team; ragheads are not 1337 |
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#7 |
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PR Contributor
![]() Join Date: Aug 2005
United States of AmericaLocation: Ohio
Posts: 837
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Re: Walking effects
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#8 |
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PR Developer
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Re: Walking effects
Yepp. Coming from a non animator, how it basically is is that you need to go through each animation and add a camera bane[?] movement to it. So on top of the items movement while running/walking, you add the camera movement...but as they said, you gotta do it to each gun, weapon, handheld piece otherwise youd only do it with the stuff it was added to [much like AIX and their handheld minigun]
In advance, excuse any technicality mistakes. Its 3am, I got 3 hours of sleep last night, AND im not an animator :P |
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#9 |
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Re: Walking effects
What about animation when your idling when standing. Not much, but enough that you couldnt so easily detect infatry from long distance.
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#10 |
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Re: Walking effects
in reality your view doesn't change a lot when you're running... don't believe me? give it a try
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