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Any way to move the weapon HUD model in Unreal?

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SolivaN
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Any way to move the weapon HUD model in Unreal?

Post by SolivaN »

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! :)
Last edited by SolivaN on Fri Aug 28, 2020 2:15 am, edited 1 time in total.
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SolivaN
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Joined: Sun Sep 14, 2014 11:22 pm

Re: Any way to move the weapon HUD model in Unreal?

Post by SolivaN »

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.
Image
Image

And when I using the original Direct3D 8 render, the weapon FOV is more visible.
Image
Image

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.
sn260591
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Re: Any way to move the weapon HUD model in Unreal?

Post by sn260591 »

The distance can be changed with the console command:

Code: Select all

set weapon playerviewoffset (x=100)
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SolivaN
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Re: Any way to move the weapon HUD model in Unreal?

Post by SolivaN »

The distance can be changed with the console command:

Code: Select all

set weapon playerviewoffset (x=100)
EXCELENT DUDE! Very very thanks!

But I want differents viewoffset for each weapon when I press the correspond key.

I've try this, but don't work:
Image

Any way to do this?
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[]KAOS[]Casey
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Re: Any way to move the weapon HUD model in Unreal?

Post by []KAOS[]Casey »

try using

Code: Select all

switchweapon # | onrelease set weapon playerviewoffset(x=100)
"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
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SolivaN
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Re: Any way to move the weapon HUD model in Unreal?

Post by SolivaN »

try using

Code: Select all

switchweapon # | onrelease set weapon playerviewoffset(x=100)
"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
Very thanks for your quick reply. I apreciate it a lot.

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)
I want to see if this "onrelease" function work alone, but seems that is not recognized by Unreal engine.

Any suggestion?
Last edited by SolivaN on Thu Sep 03, 2020 12:27 am, edited 1 time in total.
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[]KAOS[]Casey
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Re: Any way to move the weapon HUD model in Unreal?

Post by []KAOS[]Casey »

it only works on binds, you can check for yourself:

Code: Select all

set input z say press | onrelease say release
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.
Last edited by []KAOS[]Casey on Fri Sep 04, 2020 1:52 am, edited 1 time in total.
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SolivaN
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Re: Any way to move the weapon HUD model in Unreal?

Post by SolivaN »

it only works on binds, you can check for yourself:

Code: Select all

set input z say press | onrelease say release
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.

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
The W key send the "say release" instruction, but not the "say press" instruction.
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 
There's a seems we have a workaround here.:D

I think that the logic are wrong with this sentence.
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SolivaN
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Re: Any way to move the weapon HUD model in Unreal?

Post by SolivaN »

I've found the problem:

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
More simply that I've imagined ;D

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) 
Thanks for all!

PS: You've mentioned that's a way to make a mutator for this.
Is too complicated?
Any sugestion for this?
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