AE:Sniper scope and prone mode: Difference between revisions

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:Obviously, the scope only makes sense for long-range, accurate weapons such as the [[Mercury Bow]] or the [[Plasma Rifle]] and it looks awkward for other two-handed weapons (actually, it was specifically tailored for the Mercury Bow). However, at the moment BSL offers no way to differentiate between "rifles" during the aiming phase.
:Obviously, the scope only makes sense for long-range, accurate weapons such as the [[Mercury Bow]] or the [[Plasma Rifle]] and it looks awkward for other two-handed weapons (actually, it was specifically tailored for the Mercury Bow). However, at the moment BSL offers no way to differentiate between "rifles" during the aiming phase.
:There are several issues with the zooming camera, both when prone-sniping and crouch-sniping. First, the camera's position should - ideally - match that of the supposed scope of the actual weapon; however, the camera is always centered laterally, while the weapon typically is not; also, the height at which the weapon is held depends on the [[ONCC]] and on the random body size factor. Since BSL barely offers a way to estimate the body size, the height of the scope is a compromise that best fits a popular player character such as Konoko, and looks decent for other characters. Note that the variations in weapon height are more apparent in the crouching pose than in prone pose. A second issue is with the interpolation of the camera's pitch or elevation from the regular overhead value (the camera then looks down at the player, thus aiming lower than the actual aiming vector) to the value 0 (for the scope to work at large zoom factors, the camera must be perfectly aligned with the aiming vector). The orientation of the camera is interpolated at a hard-coded angular speed, which currently leads to the camera zooming down at the player's head and chest before it reaches a scope-like alignment. This can/will probably be fixed by interpolating cm_height and cm_distance smoothly over some time, in the same fashion as the FOV and pitch. Additionally, the pitch of the overhead camera may be brought a little bit closer to 0 (but this would require an adjustment of cm_height, again leading to a compromise because some characters stand much taller than others).
:There are several issues with the zooming camera, both when prone-sniping and crouch-sniping. First, the camera's position should - ideally - match that of the supposed scope of the actual weapon; however, the camera is always centered laterally, while the weapon typically is not; also, the height at which the weapon is held depends on the [[ONCC]] and on the random body size factor. Since BSL barely offers a way to estimate the body size, the height of the scope is a compromise that best fits a popular player character such as Konoko, and looks decent for other characters. Note that the variations in weapon height are more apparent in the crouching pose than in prone pose. A second issue is with the interpolation of the camera's pitch or elevation from the regular overhead value (the camera then looks down at the player, thus aiming lower than the actual aiming vector) to the value 0 (for the scope to work at large zoom factors, the camera must be perfectly aligned with the aiming vector). The orientation of the camera is interpolated at a hard-coded angular speed, which currently leads to the camera zooming down at the player's head and chest before it reaches a scope-like alignment. This can/will probably be fixed by interpolating cm_height and cm_distance smoothly over some time, in the same fashion as the FOV and pitch. Additionally, the pitch of the overhead camera may be brought a little bit closer to 0 (but this would require an adjustment of cm_height, again leading to a compromise because some characters stand much taller than others).
[[Category:AE to-do]]
[[Category:All AE mods]][[Category:Unfinished AE mods]]