Perspective is really hard to get right with view models, always a challenge in any game

. Problem is the way we do our viewmodels and camera, we don't just have a dedicated view model (like Q3, the world models are also used as the view models). The perspective problems just stem from the engine. This may sound wierd, but to get a viewmodel to not look squished or elongated perspective wise (as in looking into the screen) you normally build the model faning out. To best describe this, imagine a viewmodel of a gun, direct on from the side with the stock on the right and the barrel on the left. On the barrel side, you expand the model upwards and downwards, and then decrease the expansion back to the stock so the stock isn't expanded in any direction. So it looks like a cone, with the wide end by the barrel, and the narrow end by the stock. This allows you to make sure the objects furthest from your view look accurate and not squished. Since we don't have a dedicated viewmodel, we can't do this, so we have to come up with the best overall balance. I think this is why people say the barrel end of our Garand looks a little funny, it's because it's elongated just slightly compared to the rest of the gun that's up close in your view.
So that's what you'd do in games like DoD, CS, TF, or any game with a dedicated view model, you correct for the perspective in the model itself (we did this on Wages of SiN as well

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But on another note, one of the guys here brought in a real Garand, and the modellers were shown the proper way to hold it, and we used that as reference when making the model and positioning the hands and such

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Latuh fuh U,
Benson
benson@2015.com
"We don't introduce or cause bugs in the game, we merely find and bring to light the inadequacies within the code."
-regarding level designers