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Offsets
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Author:  Hamjuice [ Fri Feb 12, 2010 2:20 am ]
Post subject:  Offsets

Can anyone explain them in depth? Whenever I try to make them for my guns, it ends up crazy as hell, like all over the place.

Author:  linkfan23 [ Fri Feb 12, 2010 2:23 am ]
Post subject:  Re: Offsets

I learned it by experimentation and this article on the wiki.

Author:  Hamjuice [ Fri Feb 12, 2010 9:27 pm ]
Post subject:  Re: Offsets

Thanks.
I have a bit of a problem with the Support Offset for my gun, though, or, rather, whether he is supporting it.
When he holds the gun level he only holds it one-handed. At a 45-degree angle he grabs it with both, but otherwise it slips off.

Author:  linkfan23 [ Fri Feb 12, 2010 9:47 pm ]
Post subject:  Re: Offsets

It has something to do with the reach of his off arm. An easy fix for this is to make the weapon held closer to the actor. Make the x value on StanceOffset lower as well as the SharpStanceOffset. Also, just in case you didn't know, you can reload an actor in the actor viewer, this will apply any changes you have made to the actor. It saves a bunch of time when doing offsets because you can edit the offset then reload the actor to immediately see the effect.

Author:  Azukki [ Sun Feb 14, 2010 12:03 am ]
Post subject:  Re: Offsets

SpriteOffset is the center of mass for any MOSprite (dynamic non-MOPixel objects)
It is offset from the top left corner of the image, and from there, right and down are negative.

JointOffset is where the hand for the trigger goes. It is offset from the SpriteOffset (center of mass). Right and down are positive, left and up are negative.

SupportOffset is where the other hand goes. It is also offset from the SpriteOffset (center of mass). Right and down are positive, left and up are negative.

MuzzleOffset is where the bullet appears; the pixel to the right of the end of the barrel. It is offset from the SpriteOffset (center of mass). Right and down are positive, left and up are negative.

EjectionOffset is where the casing is ejected. It is offset from the SpriteOffset (center of mass). Right and down are positive, left and up are negative.

JointOffset is where the hand for the trigger goes. It is offset from the SpriteOffset (center of mass). Right and down are positive, left and up are negative.

StanceOffset is the offset from the arm's shoulder joint to the position you want the JointOffset of the gun (trigger hand) to be. Right and down are positive, left and up are negative.

SharpStanceOffset is just like StanceOffset, but for sharp aiming.


On the magazine, SpriteOffset is just like on the gun.

On the magazine, JointOffset is the offset from the center of mass of the magazine to the connection point of the magazine and gun. Right and down are positive, left and up are negative.

On the magazine, ParentOffset is the offset from the center of mass of the gun to the connection point of the magazine and gun. Right and down are positive, left and up are negative.




A good way to see the offsets of your guns is to comment out its current gibs, and then place MOPixel gibs that have the GibOffset of the offset you want to test. Then, open the gib editor, zoom in, and you'll see the position of your offsets. For testing the SpriteOffset, just make the gib offset 0,0. This does not work for stance offsets though, since those are offset from the actor.

But there's another good way to test that; best done after all other offsets are perfected.
Code:
AddActor = AHuman
   CopyOf = Soldier Light
   PresetName = TestSoldier
   AddInventory = HDFirearm
      CopyOf = [the gun]


Put that at the end of the .ini for the gun, then you can reload the actor and gun with the actor viewer, and see the effects of your changes immediately.

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