I'm glad you guys like the tracer effect. Thanks again to Uzi Idiot's shader work for making it possible! Please keep in mind that the bullet tracer is a faked effect that is part of the weapon model. This mean's that it does not accurately depict where raycast impacts will happen. It simply goes towards the center of the screen. It greatly assists with aiming in hip-fire mode during sustained automatic fire (ideal for games with no crosshair overlay).
Here's another effect using the shader. This time for the shotgun. This is not a tracer effect but rather slow burning bits of gunpowder. Although you'd be more likely to see this happen with a short barreled shotgun I think it looks pretty cool. Helps the weapon look more powerful IMO. The effect only adds 3 mesh groups and 120 additional triangles. I think it's worth it. The three groups scale and spiral giving a nice, fake particle effect.
I'll need to tune it a little more after beta3 is released because beta2 doesn't have an FPS cap and my framerate is too high to reliably see it working in conjunction with the normal muzzleflash.
@roka - Replied.
@washburnrover
1. Thanks. See the top of this post.
2. You should be able adjust the simplezoommod value in gunspec to push the scope away from the camera a little. Likewise, you could edit the gunspec to use the CCO animations and then adjust simplezoommod to bring it closer. Both sets of aiming animations are included and it's as simple as commenting out one set and uncommenting another.
In either case, you will experience a push or pull sensation immediately after toggling to aiming mode because that's when simplesoommod makes its adjustment.
Lastly, be aware that if you push the ACOG out you will see the world on either side of the scope model and it will be magnified the same as through the scope. This looks a bit iffy IMO.
3. I think you're the first person to mention that! Yes, there was also a version with the M145 Machine Gun Optic (MGO) mounted. I didn't include it because I was lazy to make the world models for it and it was a behemoth in player view. However, I've lowered the screen positioning and it will be included in the re-release. (No, it's not one of the extra weapons mentioned in an earlier post). Here's a pic...
4.Using fragmotion, you can easily add accessories to most MP9/10 and GCS weapons by importing the part(s) and linking them to the weapon. I believe Lewis, Toasty Fresh and Bootlicker have all posted good tutorials for doing this. The only dubious thing is with adding optics or accessories with alpha channels because sort-order is easy to mess up.
Devs can also mod the MP53 weapons and the files have been exported in a way to reduce Fragmotion import errors which were common in MP9/10. However, adding accessories to MP53 weapons is more difficult because the hands, weapon and accessories must have their textures on the same sheet or else the shader will not work correctly. If accessorizing MP53 weapons, one must know how to merge textures and adjust UV mapping coords on the meshes. The top-right quadrant of MP53 weapon textures have generally been partitioned for accessories. Some have more unused space than others.
5. Thanks again!