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Normal Topic Finding the best FireOffset for weapon viewmeshes (Read 292 times)
Deuxsonic
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Finding the best FireOffset for weapon viewmeshes
Apr 28th, 2019 at 9:54pm
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So far I've been doing this entirely by eye, trying to choose what looks best without any additional tools. Is there a more accurate way of finding the best settings for FireOffset that I'm not aware of?
  
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Bleeder91[NL]
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Re: Finding the best FireOffset for weapon viewmeshes
Reply #1 - Apr 29th, 2019 at 5:38pm
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I think you can place the first person mesh in a map at vect(0,0,0), then align some actor to where it should fire from. These coords would then translate to the fireoffset.
  
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Deuxsonic
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Re: Finding the best FireOffset for weapon viewmeshes
Reply #2 - May 1st, 2019 at 11:32pm
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Interesting. Do you know the details of how to do it by chance?
  
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Bleeder91[NL]
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Re: Finding the best FireOffset for weapon viewmeshes
Reply #3 - May 5th, 2019 at 8:42pm
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If you wanted perfect offset then the Automag would for instance give a Fireoffset of (x=0.4,y=-0.25,z=1.8).
What I did (and do) is this:

I place an actor at the zero point of a map (location=0,0,0) and give it the mesh of the PlayerViewMesh with the drawscale at PlayerViewScale.
Then I place a second actor at the same location and give that a different mesh (eg a sheet).
I change the PrePivot of that second actor so it will align to where the bullet should come out of like above; this value is your FireOffset.
The offset I gave above would make projectiles come out like this (DAmmo2 with 0.1 scale):

The big problem here is that the firstperson view is so small that shooting projectiles appear as if they came out of your face, though they will hit near your crosshair/centerscreen which helps a bit with some of the weapons.
  
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