I have yet to see anything about player models from any mod for Battlefield 2, with the exception of Shattered Faith. I'm not asking for screenshots or progress updates, because that's just stupid and I know the answer, but rather I'm asking if this is perhaps one of the biggest challenges, not only for FH2 but for all BF2 mods. Designing and modelling a player model is one thing, but rigging it and getting it ingame is another, I would imagine. Are we to expect the same quality of player reloading animations as viewed from the exterior (One thing I was surprised by in BF2 was how true the player models remained to the 1st person weapon models and sounds when reloading, actually pulling the clips out and in some cases actually pulling a 3D bolt) as in BF2? Another issue that i'm curious about the difficulty of is rigging the animations of the player models to fit your own custom vehicle. BF2 was a vast improvement from BF1 as far as animation the player in vehicles (Think the RIB boat, when the player using the gun rotates, or even the Black Hawk minigun as opposed to the players hands being glued to the gun in BF1 and the players body staying in place). Is this difficult a and time consuming thing to do? So far, I have to say good job on everything done to this point-- the vehicles and statics look incredible in-game (that Kubelwagon floored me) with the shading. Now for some idea's (requests?): -Something BF2 lacked that BF1 had was the visual cues of where a jeep driver (and in FH2's case, perhaps a passenger in a different transport where they don't get access to their or any other gun) was looking. Is it possible to rig it up so that perhaps only the head stays true to where the player is looking? I understand that they are able to rig the lower half of the body to stay still and the upper half to be able to look around and animate freely in BF2 (like the passenger of a Black Hawk), so I was wondering why not just the head? I found one of the most immersive things in BF1 was being a passenger in a jeep and watching all the passenger's heads follow an airplane that was flying over head. Another implementation that would be neat would be the ability to crouch down within vehicles, as is possible in BF2 either as a gunner in a tank or larger transport. What I'm suggesting is that this be more widely employed in FH2, like say even the passengers in a Universal carrier, for example, would be able to put their heads down in case fire got heavy.
Also, please take these as suggestions and not demands or expectations.
May be this post would be in 'Suggestions' section...
Anyway, welcome to fh forums!
Wanna go Double Dutch?
9th December 2003
:moved: from GD to Suggestions,
PS: welcome a'board mate! ;)
Welcome, hope you'll stay with us.:cya:
I didn't make it!
run whill you still can the devs here we do crazy stuff to you CRAZY I TELL YOU CRAZY:riles: any way hi an welcome
Thanks for the welcoming guys-- any comments on the suggestions though? There was one thing I forgot to mention too-- this one's important ;) Instead of having an aiming reticle determine at random where your bullets are going to be coming out (It even does this in ironsights!), why not make accuracy based only partly on the weapon and largely based on the players skill. What I'm suggesting is that say with submachine guns, if not in ironsights, bullets WOULD be random within the aiming reticle, but while in ironsights, while there would still be some inaccuracy beyond the players control (to prevent shooting potshots with 100% accuracy from 100 metres away), it would for the most part be up to the player to control the recoil. This way, instead of having the frustration of being lucky or not when shooting at a relatively small target, it the player is good, he has more of a chance. This, in turn, would give the bolt action player a lot of power, essentially not having to deal with real recoil. It would also give interesting results for the semi-automatic rifle. Heavy Machine Guns, when deployed, should be easily controlled but still have a minor, random, inaccuracy, just because of the nature of the weapon and how it should play out in FH2. There is already a mod that has done this to the regular BF2 weapons (http://www.bf2c.tk/)-- and it works very, very well. It doesn't give one weapon an advantage over another, but rather gives one player advantage over another (Still rendering SMGs better for close range than rifles as intended.)
You have some good ideas. Welcome aboard.
(see folks, I CAN be nice to newbs ;) )