Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I suppose they never even finished those sounds, as they abandoned the idea halfway before fully implementing it, so they used the plan as placeholder up until that point.
Go decompile the original weapon and inspect the animation files. the end frames are 30 and 60.
no idea where you pulled your numbers from.
not sure if this is related to subtract(with an idle animation) & delta parameters I'm using.
You pay no mind to the "extra 0 frame" when it comes to recalculating the fps.
You just go ahead and use the endframe numbers.
Here's that guide, btw.
https://steamcommunity.com/sharedfiles/filedetails/?id=3152369356
Does that mean when I'm trying to make default M16 replaces Scar, I have to correct the fps of the reload animation to 20.1 (67*30/100) instead of 20 (66*30/99)? I really need some help.