• What's up with the guns in FPS's?
    22 replies, posted
I was in L4D forum when I saw this pic an it reminded me of something that has always weirded me out in FPS's I mean just look at it [img]http://i154.photobucket.com/albums/s268/Marcus_J_Reyner/vg16003_1337weaponindustries.jpg[/img] That gune is HUUUGE You know how when you shoot a gun against a wall and then a bullet hole texture thingy appears and it looks all normal sized until you get really close and then the bullet hole is suddenly waaay bigger than the gun that the bullet came out of? [IMG]http://i106.photobucket.com/albums/m250/psrockstar/gm_construct0004.jpg[/IMG] What's up with that? I've seen this in COD4 and Killzone 2 aswell I know that they make the player's arms able to clip through walls so they don't get the players stuck on corners and sides when really close to one, and then they make it look like the arms never clipped through the wall in the first place when you're looking at the wall in first person view, but it somehow makes the gun look smaller... Wait.. Actually, how the fuck do they do THAT? Questions, questions.
Then again, when the bullet hits the wall, it makes a hole. The hole is sometimes quite large.
do I see a "1337" weapon industtries tag on that deagle?
Good eye.
You're not supposed to be looking at it from that close up. That's why it seems so weird in comparison to your gun.
It's a game.
1337 Weapon Industries (y0g) PWN. Everything you noted in there is to add realistic touch TBH, I mean, would you prefer to see your hands go thru the walls in the first person view?
[QUOTE=Jmir 54;18190418]do I see a "1337" weapon industtries tag on that deagle?[/QUOTE] yeah: 1337 WEAPON INDUSTRIES (yOg(t? l?)) PWN MADE IN SHYVILLE
[QUOTE=OutOfExile;18190782]You're not supposed to be looking at it from that close up. That's why it seems so weird in comparison to your gun.[/QUOTE] If you're not supposed to look at things up close then why have so many lttle details and HD graphics in games? The first picture is even of an easter egg Valve put in L4D2 for players to find.
[QUOTE=fnj;18191018]If you're not supposed to look at things up close then why have so many lttle details and HD graphics in games? I mean really, look at the first picture, if you didn't look close people would have never found those little easter eggs that game devs add in their in the games right?[/QUOTE] That's why they're called [b]easter eggs[/b]!
[QUOTE=motherman;18191049]That's why they're called [b]easter eggs[/b]![/QUOTE] So wait, you're saying you're not supposed to find easter eggs that were put in their to be found. Yep, I'm getting trolled
[B]BTW[/B] in some games like blacksite, when you get close to a wall, your V_model gets closer to the screen as though the front of your gun is clipping with the wall. seems like something that could be added to source pretty easly
[QUOTE=fnj;18191087]So wait, you're saying you're not supposed to find easter eggs that were put in their to be found.[/QUOTE] Wait what? I'm kinda lost here? :3
It's all the perspective. The bullet hole is huge because of how close you are to the wall. If you practically headbutted something looking at it, it would look larger, would it not? Also, you're comparing the sizes to your weapon, which never gets closer or farther away from your view, therefore staying tiny, as it is held at arms length.
Play the original F.E.A.R, even the 9mm pistol made pits in solid concrete walls about twice the size of my head.
[QUOTE=Tacogeddon;18192357]Play the original F.E.A.R, even the 9mm pistol made pits in solid concrete walls about twice the size of my head.[/QUOTE] Play fallout 3 and smash with a sledgehammer in a wooden table, and see a huge concrete pit that's even deeper than the table is thin ( or sumfing)
The view model doesn't change at so it may look funny when you get rally up close. I know somebody had a picture from CoD4 where they were noclipped next to somebody's head and it was like 4x the size of the MP5 they were holding.
I like games where you put your weapons up against your chest when you're close to a wall.
play stalker
They make the world models bigger so the guns are easier to spot.
The problem is most shooters use a 3d overlay for the hands and gun which is seperate from the 3rd person external 3d world. That's why you might see in third person your guy's gun sticking through a wall but it doesn't in first person view. Games like Metal Gear Solid 4, Operation Flashpoint and ArmA 2 avoid this "hueg bullet holes" problem by placing the 1st person camera in the head of a player's model.
[QUOTE=Tac Error;18204618]The problem is most shooters use a 3d overlay for the hands and gun which is seperate from the 3rd person external 3d world. Games like Metal Gear Solid 4, Operation Flashpoint and ArmA 2 avoid this "hueg bullet holes" problem by placing the 1st person camera in the head of a player's model.[/QUOTE] mystery solved I did kinda think it was an overlay but in those other games, except for MGS4 do their arms get stuck on corners or do they get pulled back to the body or something? Also, I think I'm getting trolled a bit by some people here.
[QUOTE=Tac Error;18204618]The problem is most shooters use a 3d overlay for the hands and gun which is seperate from the 3rd person external 3d world. That's why you might see in third person your guy's gun sticking through a wall but it doesn't in first person view. Games like Metal Gear Solid 4, Operation Flashpoint and ArmA 2 avoid this "hueg bullet holes" problem by placing the 1st person camera in the head of a player's model.[/QUOTE] This. It's actually like if you stuck your eyes 5cm from the hole, but still looked at a gun in your hand half-meter away. This makes it disproportional, mainly because you lack 3D view in games (you can't say what's close, and what's just big)
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