New Bolt Action Rifle

Post » Fri Feb 18, 2011 10:53 am

Hello,
I've modeled a new bolt action rifle and it's bolt is on a different y-axis than the vanilla hunting rifle. This made my bolt clip the rifle when the bolt was open. I was only able to fix this by altering the y-axis of all the vanilla attack3 and reloadA animations. Now, of course, all the hunting rifles are clipping, but mine is working beautifully.

If I want to release this as a mod, is there anything I can do to have both working properly short of altering my mesh? Can FOSE or a script help me?
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Logan Greenwood
 
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Post » Thu Feb 17, 2011 7:43 pm

Nope I'm pretty sure the reload/gun animations are hardcoded, so you can't add new ones. Altering the old ones is obviously a bad idea, so I think you have to alter the mesh of the gun. :/

Gunmaster95
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lolly13
 
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Post » Fri Feb 18, 2011 7:38 am

Nope I'm pretty sure the reload/gun animations are hardcoded, so you can't add new ones. Altering the old ones is obviously a bad idea, so I think you have to alter the mesh of the gun. :/

Gunmaster95


You are the second person to give me this bad news. I am grateful though, but disappointed. :(
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Smokey
 
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Post » Fri Feb 18, 2011 6:37 am

i havnt used the geck or done any type of modding so i might be way off but maybe if you mod the normal hunting rifle so its bolt is on the same y axis as your new rifle you can get rid of the clipping for both guns.
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Rowena
 
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Post » Fri Feb 18, 2011 11:01 am

this is why you need to make guns that fit the game rather then fit reality. Reality only wins outside of the digital world.
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Benji
 
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Post » Thu Feb 17, 2011 9:12 pm

The key to messing with gun animations is that even though the number and names of slots are hardcoded in the geck, not all slots are used for all types of weapons. Let's switch your gun to use the 2 hand rifle attack 2 anim slot instead of 2hrattack3. I chose ATTACK 2 because it is an open slot in vanilla. I didn't buy the expansions so I can't check their .bsas.

http://i255.photobucket.com/albums/hh130/kilzaja/attack2.jpg

Can you do this? In your new animation in the nicontrollersequence NAME block click the txt next to attack3 and rename it attack2. Save the file as 2hrattack2.kf and do this for all of the 2hr attack 3 anims. Put the anims in the appropriate place (meshes/characters/_male). Now open the geck and tell it to use the 2hrattack2 attack anim for your gun. Find a reload anim that works or is open or use the animation switching method developed a while ago.

After you've finished this your gun should work with 2hrattack2 and the 2hrattack3 guns should still work correctly unless you messed with the anims for all 2 hand rifles. This is one solution. I personally think it would be easier to just do a little mesh editing, But if you know that your altered animations work then this might be easier.
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Jade Muggeridge
 
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Post » Fri Feb 18, 2011 12:10 am

I rarely disagree with anything you write Echonite, and really, I don't now. I do think that without striving there would not be programs like OBSE and FOSE that make things possible that were not previously. This is the first animation that has been so fussy and I'm still not sure what makes this bolt anim so different from the auto bolt anim which is much more flexible.

I like the rifle as it is. I modeled it precisely to a real M24 which I think is a beautiful rifle. I think I did it some justice with my modeling and if you agree, you will know why I don't want to raise the barrel and bolt an inch higher.
http://i264.photobucket.com/albums/ii181/Khugan/Misc/M24Fatboy4.jpg
http://i264.photobucket.com/albums/ii181/Khugan/Misc/M24Fatboy5.jpg
http://i264.photobucket.com/albums/ii181/Khugan/Misc/M24FatBoyJung2.jpg

Compulsion I was not aware of the attack2 thing and I'm not familiar with the animation switching method. I will look that up. I understand the renaming from you post, but not the switching. Thanks for pointing this out.

Thanks for the replies,
Khugan
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Quick Draw
 
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Post » Fri Feb 18, 2011 1:06 pm

Khugan, that M24 looks sweet. That is all.


If you got it sorted out, I'd try it out :)
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Meghan Terry
 
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Post » Fri Feb 18, 2011 4:19 am

From your third screenshot it appears that the problem isn't with the animations but with the bind pose of some parts of your weapon. Specifically in that screen shot you are viewing your character while he is performing the 2hr aim is (ironsight) or possibly a custom prone animation. Some animations are general across all weapons in a category (1 hand pistol, 2 hand rifle, hand to hand, etc.) and your mesh must match up in these animations so that you can use all of the animations for the category. So you will need to do mesh editing to fix your problem. You will have to move your pieces until they match up in game.

The rifle looks great and I hope that you finish it up successfully.
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Lori Joe
 
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Post » Fri Feb 18, 2011 12:14 am

From your third screenshot it appears that the problem isn't with the animations but with the bind pose of some parts of your weapon. Specifically in that screen shot you are viewing your character while he is performing the 2hr aim is (ironsight) or possibly a custom prone animation. Some animations are general across all weapons in a category (1 hand pistol, 2 hand rifle, hand to hand, etc.) and your mesh must match up in these animations so that you can use all of the animations for the category. So you will need to do mesh editing to fix your problem. You will have to move your pieces until they match up in game.

The rifle looks great and I hope that you finish it up successfully.


Thanks very much Mr. Gary.

The third pic is using a pose from Groovatron strictly for effect. Compulsion if you're willing, I'll send you the alpha mod so we can take some of the guess work out of your advice.
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Kelvin
 
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Post » Fri Feb 18, 2011 2:33 am

I rarely disagree with anything you write Echonite, and really, I don't now. I do think that without striving there would not be programs like OBSE and FOSE that make things possible that were not previously. This is the first animation that has been so fussy and I'm still not sure what makes this bolt anim so different from the auto bolt anim which is much more flexible.

I like the rifle as it is. I modeled it precisely to a real M24 which I think is a beautiful rifle. I think I did it some justice with my modeling and if you agree, you will know why I don't want to raise the barrel and bolt an inch higher.
http://i264.photobucket.com/albums/ii181/Khugan/Misc/M24Fatboy4.jpg
http://i264.photobucket.com/albums/ii181/Khugan/Misc/M24Fatboy5.jpg
http://i264.photobucket.com/albums/ii181/Khugan/Misc/M24FatBoyJung2.jpg

Compulsion I was not aware of the attack2 thing and I'm not familiar with the animation switching method. I will look that up. I understand the renaming from you post, but not the switching. Thanks for pointing this out.

Thanks for the replies,
Khugan

Don't get me wrong here, I can completely agree that some of the weapons made are top notch, but when you are making them for the purpose of being in a specific game, its been kinda well known since before OA that weapon animations were hard coded, so if you are making something specific for Fallout, you should try and adapt the style of weapon to how Fallout handles them.

If a way to get new animations is found, then by all means, I'm totally for it, I would love some new weapon types, like bullpup guns, or the P90, but till then, practicality over actuality. But thats just my opinion on it.

Best of luck.
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No Name
 
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Post » Fri Feb 18, 2011 4:27 am

I did the renaming and added the kfs to the _male directory, but there is no attack2 in the GECK list. Is it only available with a particular expansion?
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Jordan Fletcher
 
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Post » Fri Feb 18, 2011 7:32 am

Hello Khugan. I had to go to bed after my last post. If you give me a link to the .nif files I will fix your clipping issues by editing your mesh. However I cannot work on it tonight as I am helping my sister move. I should be able to work on it tomorrow.

Trying to switch animations won't work unfortunately because the clipping issues are present in the bind pose. Also you have to edit the _1stperson animations as well, which is why it isn't showing up as an option in the geck.
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roxanna matoorah
 
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Post » Fri Feb 18, 2011 4:57 am

I am grateful for the offer, but I modeled it and I'm capable of altering it if need be, but I am really trying avoid it at all costs. Changing the mesh is the very last option for me. My suggestion that you look at it was more about the animation files and the over all mod to see if something other than mesh alteration could be done. Your suggestions have given lots of hope.

I spent the rest of the night extracting vanilla animations and comparing them to those I had altered from RH_IS. I used those anims originally since he had already altered the y-axis of the bolt slightly for his Iron Sights mod. I decided to go back to the vanillas though, so I altered all the _male and _1rstperson attack3, jama and reloada animations. I was thinking that maybe I could cull through the animations used in FO Reanimated to incorporate it's fixes into my altered anims as well. I just have to figure out how his grip changes were done. I'm letting my mission creep severely.
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D LOpez
 
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Post » Thu Feb 17, 2011 10:17 pm

This "attack2" is quite elusive. I have 12 anims under _male, 2 under _1rstperson, and 2 under smsspinebreaker. I exported every 2hrattack3 animation from the bsa and changed both there file name and their nisequence names and the attack2 option is still a no show. My GECK version is 1.5, does it need to be an older one? I am perplexed.
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brian adkins
 
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Post » Fri Feb 18, 2011 2:09 pm

I am sorry for causing you so much wasted effort looking for attack2. Apparently the attack animations start at attack3 and go to attack8 only. Looking in the vanilla meshes.bsa and the geck, attack6 is the first available open slot for 2 hand rifles. Using attack6 will let you try using your altered animations.

However, as I tried to explain, changing the attack animations will only correct your mesh problems......during the attack animations. Your mesh must be set up correctly to use the rest of the animations for 2 hand rifles, like aim, equip, holster, jam, etc. This means that you will have to correct the mesh issues as well.

I hope that I have been clear this time and that your weapon is fully functional soon.
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Klaire
 
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Post » Fri Feb 18, 2011 4:06 am

It's quite alright. I appreciate the help a lot.
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sunny lovett
 
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Post » Fri Feb 18, 2011 11:19 am

To anyone interested in this method, it works, but with at least one flaw. The rifle functions beautifully using this method, but some times the player instantly drops to sneak position when you fire from a standing position and then pops back up after you fire. I tried attack 6, 7, and 8, but only 3 is free from the squatting animation when firing. If there was a solution to the one flaw, I think this would be a viable solution.

The various other animations that are part of the group don't have a bolt animation in them so they work fine and no mesh had to be altered. Basically it's just the 2hrattackx, 2hrattackxis, and the sneak counter parts, 2hrreloada and 2hrjama that contain bolt anims. Attack 6 is used by the double barrel shotgun and I never found anything that used 7 or 8, but please correct me if you know otherwise.

Compulsion, thanks very much for this lead.
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Amy Masters
 
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