Chinstraps for helmets

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Beskar Mando

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Dec 13, 2014
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:eek::eek::eek:
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WTF?!
Why did they not implement this?!
 
Sep 28, 2014
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""""Performance""""


I mean seriously, the smoke barrage thing I understand, having a ton of particles onscreen at the same times does reduce performance. But FaceFX? From what I see it's just a special type of bone animation.

I highly doubt that adding a few extra animations makes the whole game instantly go from 30 to 5 FPS.
 

Jpz38 Hetzer

FNG / Fresh Meat
Feb 21, 2013
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""""Performance""""


I mean seriously, the smoke barrage thing I understand, having a ton of particles onscreen at the same times does reduce performance. But FaceFX? From what I see it's just a special type of bone animation.

I highly doubt that adding a few extra animations makes the whole game instantly go from 30 to 5 FPS.
I'm guessing it's for low end systems, I would prefer to have an options for those of us who can handle it, but it's not that big a deal IMO.
 

Raven1986

FNG / Fresh Meat
May 24, 2014
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Low end systems already had their Red Orchestra. Ostfront for example. Even in Ostfront faces didn't look as hewn from stone like the ones now. Surely in an action game you do not have time to look at faces and feel the lack of immersion. But RO2 is despite way more action like than its predecessors not an action game. I can recall countless times in which we were just sitting and waiting for the enemy. Then you have endless time to see how the eyes are not moving, without any expression, no fear, happiness or anger in anyone's faces.

Dying animations are there, you can see from time to time a dying soldier see spasm with his arms, trying to grab something. The whole idea goes bananas as the face expression actually makes you laugh, it's so hilarious.
Other blending animations such as throat shots in which cause you should grab your throat trying to keep the blood in would also require facial animation to be immersive and not ridiculous.

Personally, I do not need a new gun nor a new vehicle, I'd like to finally have something that creates immersion in moments we have at least 80% of the game. Infantry combat, killing enemies and waiting for them.

Same would go for the 1st person body awareness. Every time you look down to pick something up. Every time you mantle something you'd see your legs. Mantling happens very often.
 

=GG= Mr Moe

FNG / Fresh Meat
Mar 16, 2006
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I would imagine the average RO2 computer today is of higher specs than the one from September 2011 when the game was released. These days performance shouldn't be such an issue/excuse.

Perhaps a toggle for facial animation in the game menu might be an option?
 

Zakarro

FNG / Fresh Meat
May 11, 2014
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I like the idea of a medic class better concerning helmets.
Why?

First of all medics was one of my fav classes on BF2, only in RO2 I would make throwing bandages instead of magic make you jizz med packs.

The bandage system would change, only a few kind of wounds would be healable and you would only be brought back to a semi state of health where your not as agile like superman once you finish bandaging up in RO2.

Plus concerning medic, I think according to geneva convention it is prohibted to fire on medic, I dont remember what front or wht war but the medics used to fight each other with their helmets on the battlefield since they were immune to bullets lol. I dont remember what front.
 

Raven1986

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May 24, 2014
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I would imagine the average RO2 computer today is of higher specs than the one from September 2011 when the game was released. These days performance shouldn't be such an issue/excuse.

Perhaps a toggle for facial animation in the game menu might be an option?

That would be sweet, just like 1st person legs can be switched off and on individually. So those who want the extra immersion get it, the others don't. Work has already been invested in the facial animations. RandomPerson's post proofs this.
I do not understand much of modelling, so are the mouths easily added to the RS models? Can they be copied from RO2?
 

Lemonater47

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Sep 25, 2014
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Started, but never finished. And that's only for RO2. The RS heads are completely empty.

EDIT: Actually wait! They DID finish it!


41f04c10ec.png



All the RO2 heads have full face movement for all voice lines, they just never use them. Absolutely terrible.

So you're saying we the players can mod them in?
 
Sep 28, 2014
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It may be possible.

I don't know how Unreal Engine FaceFX is controlled, but if we can control it in the .u/.uc scripts then yes we can add it ourselves.
 
Sep 28, 2014
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It technically can be done, I already gave them all mouths.

But the thing is, you'd have to create FaceFX for all 16 heads and 2000 voice lines. That would take nearly a month with only one or two people. And besides, even if we do manage to create it, we still need to figure out how to activate it.


I say we get the RO2 heads working first before we worry about making FaceFX ourselves.
 

Lemonater47

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Sep 25, 2014
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It technically can be done, I already gave them all mouths.

But the thing is, you'd have to create FaceFX for all 16 heads and 2000 voice lines. That would take nearly a month with only one or two people. And besides, even if we do manage to create it, we still need to figure out how to activate it.


I say we get the RO2 heads working first before we worry about making FaceFX ourselves.

Heroes of the west. That's how you get it to work.
 
Sep 28, 2014
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Fine, whatever. If they can somehow figure it out good for them, but I'm not prioritizing this right now.


EDIT: Actually if they do please tell me, I'm kinda curious to see how it'll work.
 

Lemonater47

Grizzled Veteran
Sep 25, 2014
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How do you even open the faceFX editor? Do you right click on a head in the content browser and find it there or what?
 
Sep 28, 2014
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It's a separate package, CHR_FaceFX.


EDIT: Here's what they look like with mouths added by the way:

c9395ead02.png


I can send them over to whoever's working on this.
They're in Source SMD format though so you'll have to convert them to PSK yourself.

And don't forget, even if you manage to get the right code you still have to manually pose more than 2000 voice lines.
 
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Raven1986

FNG / Fresh Meat
May 24, 2014
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See how alive he looks? That's what I am talking about. :)

What you mean by posing? Is there a text line you need to add and the head will make the moves automatically or do you have to pull the face around for this? If you gave me a tutorial I could get going after my exams.

I know English and German fluently, so I could, if the animations are not too difficult, do animations for RO2's Germans, RS Americans, HOW Germans and Americans. :)
 
Sep 28, 2014
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The germans are already done. Like I said, take a look in CHR_FaceFX.upk.

I don't know much about it myself, but it seems you have to make his face move to match each voice line.

For example to pose the voice line "Hello": you would need open his mouth for 'he', close the mouth and open the lips for 'll', then open the mouth again for 'o'.

And that's just for one word. You need to do that for every word, of every sentence, of every voice line.

And then do it all again 15 more times, for the other 15 heads.
 
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