Comments (14)
Your first point, good idea. I can probably add a limiter for pitch, yaw, and roll in the menu.
If you want, I can recreate your mod in this and give you full credit. Would it be preferable if I made a mod loader for this mod, considering it's getting a lot of attention?
You can also make a PR on this project, just take a look at FirstPerson.hpp/.cpp to see how a mod is created in this project.
I already have full control over the bone/joint rotations, but the effects don't seem to apply to the child bones.
Body adjustment is definitely doable if I apply new matrices to all the bones at the same time. I'd rather not resort to that, so I'm trying to find a way where I could say, just apply a rotation to the root, and have it apply to the rest of the bones. Some sort of timescale for the IK might work.
from reframework.
I specifically chose to not do a PR since i'm not that good with C++ and memory management, that mod was my first attempt and providing my own code would most likely either way require a rewrite by someone more competent.
I can't tell you what to do but as it currently stands our mods lock each other out so i would assume the optimal solution for everyone is to take the bigger and better one and just expand it further.
I imagine that further down the line a way of hooking additional plugins would be useful as it would prevent people from making their own forks or rely on PRs,
As for the body adjustment, i imagine that rather than grabbing mesh, matching actual player entity yaw with camera yaw might be easier and faster. It's not the most optimal solution and probably lacks some of the visual flair from the IK and whatnot but it's fast and functional.
from reframework.
Would it be preferable if I made a mod loader for this mod, considering it's getting a lot of attention?
May I suggest using an asi loader?
If you're not familiar, that way dinput8.dll is never changing, and you can have unlimited amount of mods as asi plugins (renamed dlls).
https://github.com/topics/asi
You can init your code inside dllmain, or preferably export InitializeASI
function and it will be used by UAL.
from reframework.
I highly suggest you put this mod up on the Nexus. It's a really popular modding site for Skyrim and such. It just added re2 compatibility.
https://www.nexusmods.com/residentevil22019
from reframework.
Also as an afterthought, higher Z offset limit would be neat i guess, simply because it would allow you to bind camera to root node and offset it to match head height.
It has a lot of visual quirks but for people prone to nausea this gives a perfect 0 bob, 90's FPS camera type experience.
from reframework.
I was thinking more along the lines of keeping it attached to the head, but interpolating the Z position. That way, the camera movement will still follow you if you fall down, or are crouching as Sherry.
BTW, you can edit the offset to be whatever you want by CTRL+clicking on it, or using Tab to select the widget.
from reframework.
Personally i don't mind the way it works by default with just camera shake set to 0 but i had a bunch of experience with ghetto first person modes when making similar mod for Witcher 3 and i had lots of people come with their feedback on how they feel with "bone attached" cameras.
from reframework.
I've got the flashlight mod in a WIP branch here.
from reframework.
I guess that solves this issue then.
Although for hotkeys support (in general) you're probably also going to need XInput hooks for dem pad people.
from reframework.
Actually as far as first person goes, i have a feature request to disable player light source.
https://i.imgur.com/F2d1Js4.png
It would probably make entire thing more immersive and also cause manual flashlight to be more useful to not have this fake light.
Although i'm not sure how easily can it be tracked.
Seeing how in first person it seems offset to the right it's probably a separate entity with same offset as original 3rd person camera.
from reframework.
Actually as far as first person goes, i have a feature request to disable player light source.
https://i.imgur.com/F2d1Js4.png
I've added an option for this in the latest build, I can start looking into the other QOL improvements now.
from reframework.
Well, if you're capable of moving bones within local rig then maybe proper ADS for weapons would be nice.
Though it would probably also require separate coordinates for each weapon.
Just a thought.
from reframework.
Someone also figured out a fix for animation LOD, it'd probably be a good addition to the framework:
http://residentevilmodding.boards.net/thread/10362/zombies-animate-full-framerate
from reframework.
@praydog @SkacikPL Praydog can you make a better version of the first person mod by ScacikPL in the Witcher 3 that does not have as much enemy pop-in and smoother turning (does not oversteer) and a simulated roll (could be just a quick thrust forward and a dip)
https://www.vg247.com/2017/06/05/the-witcher-3-first-person-mod-now-supports-combat/
Be the Witcher with the tweaked first-person mod.
Remember that mod for The Witcher 3 last year that let you play in first-person?
Well it’s been updated to support combat now, so have fun with that.
SkacikPL released the mod sans combat last year, but said, “people wanted combat – people received combat.
“Besides, when combat was not available tons of people were asking me to make it available and now once that is available with the disclaimers that yes – it is bad, people are whining it is terrible.
“Oh well.”
In the description on their most recent video, SkacikPL reiterates that a lot of the features can be toggled and adjusted – like head bobbing and FOV – and points out that they’re one person with limited resources.
from reframework.
Related Issues (20)
- (Most Recent Nightly Build) REFramework Menu HUGE In-Game HOT 5
- It does not detect resident evil 4 controllers HOT 1
- RE7 PC Version: Menu Option to Invert Mouse Does Not Work HOT 1
- RE8 low resolution textures HOT 2
- Dragon's Dogma 2 Update from 27.6. broke REframework HOT 6
- #971,#973,#978,#965 pd-upscaler not working HOT 4
- REFramework with Steam Emulator for Dragons Dogma 2 HOT 3
- DD2 Ray Tracing not working (Linux) HOT 2
- RE7 dx11 vr hand position bug
- DD2 Crashes on launch with OpenXR or OpenVR HOT 1
- Add option to change DLSS preset and activate Auto Exposure.
- Kunitsu-Gami: Path of the Goddess HOT 1
- kunitsu-gami path of the goddess crash HOT 2
- Reframework mod crashes just as it initializes on Capcom Screen HOT 8
- Scene timescale in SF6 only affects the menus, not the fighting itself
- BUG from RE4 Remake Steam
- RE8 left hand not tracking HOT 1
- emulation-dumper fails for Apollo Justice Trilogy HOT 2
- the log is 18gb thats not normal
- DD2 Pause Menu Misaligned
Recommend Projects
-
React
A declarative, efficient, and flexible JavaScript library for building user interfaces.
-
Vue.js
🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
-
Typescript
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
-
TensorFlow
An Open Source Machine Learning Framework for Everyone
-
Django
The Web framework for perfectionists with deadlines.
-
Laravel
A PHP framework for web artisans
-
D3
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
-
Recommend Topics
-
javascript
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
-
web
Some thing interesting about web. New door for the world.
-
server
A server is a program made to process requests and deliver data to clients.
-
Machine learning
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
-
Visualization
Some thing interesting about visualization, use data art
-
Game
Some thing interesting about game, make everyone happy.
Recommend Org
-
Facebook
We are working to build community through open source technology. NB: members must have two-factor auth.
-
Microsoft
Open source projects and samples from Microsoft.
-
Google
Google ❤️ Open Source for everyone.
-
Alibaba
Alibaba Open Source for everyone
-
D3
Data-Driven Documents codes.
-
Tencent
China tencent open source team.
from reframework.