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☆ Player Bike Handling Problem (Handlebars)

4 replies to this topic
Zeb89
  • Zeb89

    Digital Artist

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#1

Posted 07 July 2013 - 08:05 PM Edited by Zeb89, 07 July 2013 - 08:18 PM.

user posted image

As you can see, my default player model replacement is not gripping the motorbike handlebars properly. This is a bugger, since it looks bad & lame ...

What I'm trying to achieve:
Correct the player handlebar gripping without messing up the way other peds handle them.

I'm guessing there are about 4 possible solutions (correct me if I'm wrong). I'd like to hear you guys out before procceding.

1) editing the bike ifp animations in 3Ds Max, lowering the arm and hand bones. But this could change the way standard peds grip the bars.

2) Possibly editing the handling.cfg file. Does that file even include the information I need?

3) Opening the bike dff in 3Ds Max and lowering the handlebar dummies. Again, this may alter the way other peds handle the bikes.

4) Create a new ifp animation and then "assign" it exclusively to the player model when driving a bike. I do not know how to get about doing this...


I'd immensely appreciate a work-around to this dilemma as I'm currently developing a mod and am stuck with this crap.

Thank you for your time smile.gif

kkBAZAJAYTEE
  • kkBAZAJAYTEE

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#2

Posted 08 July 2013 - 08:25 AM

mmm... You can try to create a New and Unique type of animation for your character.


Zeb89
  • Zeb89

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#3

Posted 08 July 2013 - 12:23 PM

Once I create new animation in max, how do I assing it only to the player?

Zeb89
  • Zeb89

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#4

Posted 09 July 2013 - 02:06 AM

Bump

Found a way to add NEW animations to an IFP file; succeeded in doing so.
At this point I need to know how to assign them when the player is riding a motorbike, including
the animations for driveby shooting, etc.

Anyone?

Zeb89
  • Zeb89

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#5

Posted 12 July 2013 - 04:49 AM

I have all edited animations ready in a ifp file.
How do I tell the game to use those anims instead of the dueafault ones?




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