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It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
Any way to move the weapon HUD model in Unreal?
- SolivaN
- OldUnreal Member
- Posts: 14
- Joined: Sun Sep 14, 2014 11:22 pm
Any way to move the weapon HUD model in Unreal?
Hi folks!
In Quake 2 and 3 I've 2 ways to move the weapon HUD model:
1) With console command cg_gunX
2) Or, modifing an internal file game called *_hand.md3 and changing his coordinates to desired values (using Maverick Model 3D program)
There's a way to do the same in Unreal?
I don't like the excesive stretching that have the weapons models when I change the FOV to 115 or more.
I mean, I want to have the control of the FOV of the screen and the weapon FOV separately.
Any can help me with this?
Thanks a lot!
In Quake 2 and 3 I've 2 ways to move the weapon HUD model:
1) With console command cg_gunX
2) Or, modifing an internal file game called *_hand.md3 and changing his coordinates to desired values (using Maverick Model 3D program)
There's a way to do the same in Unreal?
I don't like the excesive stretching that have the weapons models when I change the FOV to 115 or more.
I mean, I want to have the control of the FOV of the screen and the weapon FOV separately.
Any can help me with this?
Thanks a lot!
Last edited by SolivaN on Fri Aug 28, 2020 2:15 am, edited 1 time in total.
- SolivaN
- OldUnreal Member
- Posts: 14
- Joined: Sun Sep 14, 2014 11:22 pm
Re: Any way to move the weapon HUD model in Unreal?
Any help? Is possible to do this?
I've been found that in Unreal engine (Undying) seems that the weapon HUD position depends of the render, look an example: (I think that occur the same on Unreal/Napali).
In Clive Barkers Undying using Direct3D 11 render (from darknovismc) the weapon FOV is more hidden.
And when I using the original Direct3D 8 render, the weapon FOV is more visible.
PS: I've used an additional patch to reach the 4K res on both renders (from lukavukic). If not, Clive Barckers Undying crash to the desktop.
I asume that's is the Z axis of the model has been altered in one render from the other one. But I learned that's depends of the engine game.
For example, in Quake 3 the Z/Y axis of weapon HUD models are swapped and it changes drastically when you changue the FOV.
In Serious Sam the weapon HUD not depends of the FOV of the screen and the weapon is not altered by the FOV parameter.
Well, anyway, there's a way to change this aspect in Unreal/Napali ?
Each engine game has his way to do this, but I imagine that Unreal engine have a own way to do this, I'm right?
I can't believe that is impossible on Unreal engine, please, say yes, anybody, right?
I've been found that in Unreal engine (Undying) seems that the weapon HUD position depends of the render, look an example: (I think that occur the same on Unreal/Napali).
In Clive Barkers Undying using Direct3D 11 render (from darknovismc) the weapon FOV is more hidden.
And when I using the original Direct3D 8 render, the weapon FOV is more visible.
PS: I've used an additional patch to reach the 4K res on both renders (from lukavukic). If not, Clive Barckers Undying crash to the desktop.
I asume that's is the Z axis of the model has been altered in one render from the other one. But I learned that's depends of the engine game.
For example, in Quake 3 the Z/Y axis of weapon HUD models are swapped and it changes drastically when you changue the FOV.
In Serious Sam the weapon HUD not depends of the FOV of the screen and the weapon is not altered by the FOV parameter.
Well, anyway, there's a way to change this aspect in Unreal/Napali ?
Each engine game has his way to do this, but I imagine that Unreal engine have a own way to do this, I'm right?
I can't believe that is impossible on Unreal engine, please, say yes, anybody, right?
Last edited by SolivaN on Mon Aug 31, 2020 10:23 pm, edited 1 time in total.
-
- OldUnreal Member
- Posts: 116
- Joined: Wed Aug 17, 2011 2:54 am
Re: Any way to move the weapon HUD model in Unreal?
The distance can be changed with the console command:
Code: Select all
set weapon playerviewoffset (x=100)
- SolivaN
- OldUnreal Member
- Posts: 14
- Joined: Sun Sep 14, 2014 11:22 pm
Re: Any way to move the weapon HUD model in Unreal?
EXCELENT DUDE! Very very thanks!The distance can be changed with the console command:Code: Select all
set weapon playerviewoffset (x=100)
But I want differents viewoffset for each weapon when I press the correspond key.
I've try this, but don't work:
Any way to do this?
- []KAOS[]Casey
- OldUnreal Member
- Posts: 4497
- Joined: Sun Aug 07, 2011 4:22 am
- Location: over there
Re: Any way to move the weapon HUD model in Unreal?
try using
"onrelease" is a functionality of binds that executes when the button is released, giving at least one frame of time for the weapon switch to occur... but that said, if undying has weapon up/down animations it might not work depending if undying sets offsets back to default values on weapon switch
it would be better to make a mutator with subclasses of weapons to do this seamlessly and guaranteed, but i've never really done any modding for undying
Code: Select all
switchweapon # | onrelease set weapon playerviewoffset(x=100)
it would be better to make a mutator with subclasses of weapons to do this seamlessly and guaranteed, but i've never really done any modding for undying
- SolivaN
- OldUnreal Member
- Posts: 14
- Joined: Sun Sep 14, 2014 11:22 pm
Re: Any way to move the weapon HUD model in Unreal?
Very thanks for your quick reply. I apreciate it a lot.try using"onrelease" is a functionality of binds that executes when the button is released, giving at least one frame of time for the weapon switch to occur... but that said, if undying has weapon up/down animations it might not work depending if undying sets offsets back to default values on weapon switchCode: Select all
switchweapon # | onrelease set weapon playerviewoffset(x=100)
it would be better to make a mutator with subclasses of weapons to do this seamlessly and guaranteed, but i've never really done any modding for undying
I'm trying to play on Unreal first for the principal game.
But sadly, the command that you have mentioned doesn't work on Unreal 2.27i.
I've tryed only typing with too:
Code: Select all
onrelease set weapon playerviewoffset(x=100)
Any suggestion?
Last edited by SolivaN on Thu Sep 03, 2020 12:27 am, edited 1 time in total.
- []KAOS[]Casey
- OldUnreal Member
- Posts: 4497
- Joined: Sun Aug 07, 2011 4:22 am
- Location: over there
Re: Any way to move the weapon HUD model in Unreal?
it only works on binds, you can check for yourself:
then do a long press of Z and release, you'll see exactly how it works
...not sure why you'd only want an "onrelease" bind on its own, though -- but it does work on my testing.
Code: Select all
set input z say press | onrelease say release
...not sure why you'd only want an "onrelease" bind on its own, though -- but it does work on my testing.
Last edited by []KAOS[]Casey on Fri Sep 04, 2020 1:52 am, edited 1 time in total.
- SolivaN
- OldUnreal Member
- Posts: 14
- Joined: Sun Sep 14, 2014 11:22 pm
Re: Any way to move the weapon HUD model in Unreal?
it only works on binds, you can check for yourself:
then do a long press of Z and release, you'll see exactly how it worksCode: Select all
set input z say press | onrelease say release
...not sure why you'd only want an "onrelease" bind on its own, though -- but it does work on my testing.
I've tested your command, but don't work, look:
The problem here, is that when you bind a key with an instruccion before of "release" instruccion, the key is "formated" with only the first instruction of the sentence.
I mean, in the video I show the W key binded with:
Code: Select all
set input z say press | onrelease say release
For other hand, the Z key send the "say press" instruction, but not the "say release" instruction.
I've try with but don't work too:
Code: Select all
set input z say press | onrelease set input z say release
I think that the logic are wrong with this sentence.
- SolivaN
- OldUnreal Member
- Posts: 14
- Joined: Sun Sep 14, 2014 11:22 pm
Re: Any way to move the weapon HUD model in Unreal?
I've found the problem:
Here I show the workaround:
The problem was that the correct instruction need to be in this way:
More simply that I've imagined
A little problem with the "delay" of the "playerviewoffset" instruction, but nothing that don't let me enjoy the game with the weapons look that I've wanted.
The final right working code are:
Thanks for all!
PS: You've mentioned that's a way to make a mutator for this.
Is too complicated?
Any sugestion for this?
Here I show the workaround:
The problem was that the correct instruction need to be in this way:
Code: Select all
say press | onrelease say release
A little problem with the "delay" of the "playerviewoffset" instruction, but nothing that don't let me enjoy the game with the weapons look that I've wanted.
The final right working code are:
Code: Select all
SwitchWeapon 5 | onrelease set weapon playerviewoffset (x=100)
PS: You've mentioned that's a way to make a mutator for this.
Is too complicated?
Any sugestion for this?