You know, with all of the improvements and whatever that they're doing with Counter-Stirke, you would think that eventually, someone would realize that the arms in the game do not match the models. Has no one realized this, because with all of the cmoplaints I've read about anything not being consistent, I've never once read about the arms not matching up. Hello, McFly!! The only models with bare arms and firgerless gloves are those of the Guerilla and Pheonix Connextion terrorists. Why should anyone care about their imported models and skins when the freaking arms don't even match?!?
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CmdrFlesh wrote..
you will get that effect if u use a strobing light, the wheel after you speed it up, will appear to move backwards, and even stop completely! thats why sometimes when working with very fast machinery under strobing fluorescent lights, can be very dangerous as it can seem nothing is moving, then bam, there goes your finger
When watching the turning hub caps live by a natural, non-pulsing light (i.e. sun) you won't be able to see the described effect, unless you blink your eyes constantly very fast.
this effect of the wheel appearing to move backwards is similar to an effect in digital devices called ALIASING. since eyes are not sampling devices, this aliasing effect cannot be seen under normal lighting conditions. another theory to disprove the fps argument.Comment
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crsbrx wrote..
I believe it has something to so with the fact that seperate arm models would use up to many resources.
You know, with all of the improvements and whatever that they're doing with Counter-Stirke, you would think that eventually, someone would realize that the arms in the game do not match the models...Comment
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CmdrFlesh wrote..
I know I've seen this effect in real life, though I suppose it's possible that it was at night by city lights. Time to go with some buddies and two cars, find some daylight and a long empty stretch of road, and test this one out... :)
Note to Nighthawk's hub cap explanation: This effect definetly only works if you watch the hub caps by a pulsing (usually artificial) light or if you watch an animated picture of these hub caps (i.e. TV / movie / video game). When watching the turning hub caps live by a natural, non-pulsing light (i.e. sun) you won't be able to see the described effect, unless you blink your eyes constantly very fast.crsbrx wrote..
A classic question/comment from those days when we were CS newbs... here goes, bud:
You know, with all of the improvements and whatever that they're doing with Counter-Stirke, you would think that eventually, someone would realize that the arms in the game do not match the models.
Arms are modeled with the weapons themselves. This means that there is no way to use different arm skins with the same gun. So, if you're a L337 terrorist (the player model has green sleeves) and pick up an M4A1, the game has to show you the same arm texture as it does when you're a CT (say, with blue sleeves) and hold the same gun.
It would be more distracting if you mysteriously had a different color of sleeves than in reality, so instead everyone plays with their sleeves up from their view. No, it's not 100% accurate to the guy you are, but does it really matter? Given a limitation in the system, it was the best way to resolve the consistency issues.Comment
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-:Nighthawk:- wrote..
it is possible. but you need 8 times the weapon models, which would mean more harddrive space. but it is possible.
It would be more distracting if you mysteriously had a different color of sleeves than in reality, so instead everyone plays with their sleeves up from their view. No, it's not 100% accurate to the guy you are, but does it really matter? Given a limitation in the system, it was the best way to resolve the consistency issues.
(btw, a stupid gayspy add made me retype this post)Comment
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Given a limitation in the system, it was the best way to resolve the consistency issues.
Yes, it's possible, but the limitation is requiring you to repeat your work many times over, and creating ridiculously large amounts of files. Thus, the best way of resolving the issues.
But thanks for clairifying it for him, Pharlap. :)Comment
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-:Nighthawk:- wrote..
I would think a simple re-texture of the arms? You don't even have to re-model them if you don't want to. When the weapon model loads when you switch to it, it could apply said texture to the arms from the player model you happen to be. Accessing the Player Model for this data instead of the weapon model.
Yes, it's possible, but the limitation is requiring you to repeat your work many times over, and creating ridiculously large amounts of files. Thus, the best way of resolving the issues.
But thanks for clairifying it for him, Pharlap. :)
Re-modeling the arms (such as wrinkles in the sleeves, or pockets) would probably be too much effort, but they could've set about some re-texturing system. It wouldn't've been too hard.
Not that it's really that big of a deal, but I feel that all programs are no less than the sum of their 'minor details' like this. If I had programmed CS, I would've at least attempted to think of a way.Comment
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Read somewhere the radar and the SIG/AUG zoom sites are next up for some reworking.
Wish they'd get to the hostages so they can swim and use ladders again. Maybe be cool and get a well known mapper to make a cs_map that would get some PUB play that the changes could then be put to use.Comment
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