The camera parameters are a little different in GG. In X9, if you had it centered with the aiming point at 0,0 you were golden but in GG it will generally be closer to the camera and off to the side a hair. I calibrate my animations and settings for Weapon FOV=70, Horizontal FOV=110 in GG options.
You also need to be aware of a hardcoded head bobble type effect. This feature is so that there is a little default movement to the weapon when moving. With this feature, you can have literally zero animation for move anims and the gun will bubble a small amount when moving. This feature is also active in aimed mode but last I checked there is a bug where it doesn't return to zero when stationary if moving. This can make things look misaligned. Until this bug is fixed, you sometimes have to take a slight step or two while aiming in order to get to the zero point.
The relevant aimed settings are:
horiz, vert and foreward=x (Hipfire model position offsets. Do yourself a huge favor and make sure that your anims are positioned properly in max and all these values should be =0 in gunspec these values may or may not be independent of simplezoom offsets)
runy = x (offset on vertical axis when running only)
simplezoommod = x (in X9 this was usually=0 and in GG it is usually=2. Modifies weapon render FOV to sort of shift the depth axis position)
simplezoomx = x (Aimed Horizontal offset. Should be 0 if your animation is correct with aiming point at x,y =0,0)
simplezoomy = x (Aimed Vertical offset. In GG, =0 is a hair low so I generally use between =0.11 and =0.15 to correct it)
New forGG is a feature to steady when aiming. The variables and my defaults are:
zoomaccuracy = 30 (camera breath sway intensity when aiming)
zoomaccuracybreathhold = 1 (1=enabled, 0=disabled feature)
zoomaccuracybreath = 5000 (breath hold duration max in ms)
zoomaccuracyheld = 1 (sway intensity when breathhold is active)
-Yes, I know aim is steadied not by holding breath but by controlled exhale. Blame Lee
Also new for GG is more control over handling feel regarding move speed and turning rate in both hipfire and aimed modes (this must be enabled in setup.ini. Disabled by default). I have a particular philosophy for the settings I use but I won't go into it other than to say that these settings can greatly differentiate otherwise same-y feeling weapons. Clever use of these can make pistols and more maneuverable weapons feel more agile than and CQB-suitable than bulky ones.
Here is an example of a subcarbine/submachinegun type weapon using my settings:
zoomwalkspeed = 0.7 (movement multiplier when aiming. 0.7 =70% of default speed)
zoomturnspeed = 0.7 (rotation multiplier when aiming. 0.7 =70% of default speed)
plrmovespeedmod = 1.0 (hipfire move speed multiplier. 1.0 = 100%)
plremptyspeedmod = 1.0 (hipfire move speed multiplier when weapon is empty. 1.0 = 100% of default speed)
plrturnspeedmod = 1.0 (hipfire rotation speed multiplier. 1.0 = 100%)
plrjumpspeedmod = 1.0 (hipfire jump acceleration multiplier (N/A when aiming. Space/jump used for hold breath). 1.0 = 100% of default)
plrreloadspeedmod = 0.5 (hipfire rotation speed multiplier. 0.5 = 50% of default speed)
Now, most of those are pretty close to default but you should be able to see how the settings can be used to make knives give better athletic ability or LMGs be super encumbering or snipers be super precise, etc.
The rest of the settings and anim calls are basically the same as in X9.
I had previously planned to put together a forum guide covering all settings but as you can see, it gets lengthy with just a few settings briefly explained. My current plan is to put together a guide on my website so I can use hyperlinks to explore relative details and philosophy of use without it just being a wall of text. Maybe that will need to become an October project. Until then, feel free to ask more questions (the more specific the better) and also check out the following gunspec as it has a large amount of relative variables you might need in making a weapon. The format is also, IMO, pretty clean and organized...
;//AR-15 Patrol Carbine weapon spec Calibrated for Weapon FOV=70, Horizontal FOV=110
;//Mesh, Textures and Animation by Jake Cotton aka EAI (Errant AI) (c)2015 e*******@yahoo.com
;//http://en.tgcstore.net/?md=artist-view&aid=77474
;//Press [switchtoalt] to switch fire modes (magnification optic)
;//Press [melee key] to melee
;//Right-Click to Aim Down Sights
;// Ammunition
alternateisray = 1
poolammo = Errant AI\556NATO
alt poolammo = Errant AI\556NATO
shareloadedammo = 1
reloadqty = 30
chamberedround = 1
alt reloadqty = 30
alt chamberedround = 1
noautoreload = 1
nofullreload = 1
forcezoomout = 1
addtospare = 1
alt noautoreload = 1
alt nofullreload = 1
alt forcezoomout = 1
alt addtospare = 1
npcignorereload = 0
;// Range and damage
damage = 35
range = 7000
force = 50
scorchtype = 1
noscorch = 0
alt damage = 30
alt range = 6000
alt force = 45
alt scorchtype = 1
alt noscorch = 0
melee damage = 5
melee range = 70
melee force = 300
melee noscorch = 1
alt melee damage = 5
alt melee range = 70
alt melee force = 300
alt melee noscorch = 1
;// Accuracy
simplezoom = 1
accuracy = 100
runacc = 300
simplezoomacc = 1
zoomaccuracy = 30
zoomaccuracybreathhold = 1
zoomaccuracybreath = 5000
zoomaccuracyheld = 1
alt simplezoom = 5.5
alt accuracy = 100
alt runacc = 300
alt simplezoomacc = 1
alt zoomaccuracy = 40
alt zoomaccuracybreathhold = 1
alt zoomaccuracybreath = 5000
alt zoomaccuracyheld = 1
;// Reliability
overheatafter = 1
cooldown = 100
jamchance = 10
alt overheatafter = 1
alt cooldown = 100
alt jamchance = 25
;// HUD handling characteristics
zoomwalkspeed = 0.7
zoomturnspeed = 0.7
plrmovespeedmod = 1.0
plremptyspeedmod = 1.0
plrturnspeedmod = 1.0
plrjumpspeedmod = 1.0
plrreloadspeedmod = 0.5
alt zoomwalkspeed = 0.2
alt zoomturnspeed = 0.3
alt plrmovespeedmod = 1.0
alt plremptyspeedmod = 1.0
alt plrturnspeedmod = 1.0
alt plrjumpspeedmod = 1.0
alt plrreloadspeedmod = 0.5
recoily = 20
recoilyreturn = 95
recoilx = 3
recoilxreturn = 90
zoomrecoily = 15
zoomrecoilyreturn = 97
zoomrecoilx = 2
zoomrecoilxreturn = 94
zoomgunlagspeed = 0
zoomgunlagxmax = 2
zoomgunlagymax = 0.75
gunlagspeed = 10
gunlagxmax = 10
gunlagymax = 5
simplezoomspeed = 10
alt recoily = 30
alt recoilyreturn = 95
alt recoilx = 5
alt recoilxreturn = 90
alt zoomrecoily = 15
alt zoomrecoilyreturn = 97
alt zoomrecoilx = 2
alt zoomrecoilxreturn = 94
alt zoomgunlagspeed = 0
alt zoomgunlagxmax = 2
alt zoomgunlagymax = 0.75
alt gunlagspeed = 7.5
alt gunlagxmax = 12
alt gunlagymax = 7
alt simplezoomspeed = 10
disablerunandshoot = 0
alt disablerunandshoot = 0
reloadspeed = 100
alt reloadspeed = 100
;// Visuals
zoomscope =
alt zoomscope = scope2.dds
textured = gun_D.dds
effect = effectbank\reloaded\weapon_bone.fx
weapontype = 5
statuspanelcode = 100
vweaptex = AR15
decal = muzzleflash4
decalforward = 100
;//Model positions
horiz = 0
vert = 0
forward = 0
runy = -1
simplezoommod = 2
simplezoomx = 0
simplezoomy = 0.11
alt horiz = 0
alt vert = 0
alt forward = 0
alt runy = -1
alt simplezoommod = 2
alt simplezoomx = 0
alt simplezoomy = 0.11
;// Muzzleflash
muzzlecolorR = 252
muzzlecolorG = 150
muzzlecolorB = 54
alt muzzlecolorR = 126
alt muzzlecolorG = 75
alt muzzlecolorB = 27
muzzleflash = 4
simplezoomflash = 1
muzzlesize = 120
smokedecal = gunsmoke
alignx = 4
aligny = -3
alignz = 40
zoomalignx = 0
zoomaligny = -3
zoomalignz = 30
alt muzzleflash = 4
alt simplezoomflash = 1
alt muzzlesize = 120
alt smokedecal = gunsmoke
alt alignx = 4
alt aligny = -3
alt alignz = 40
alt zoomalignx = 0
alt zoomaligny = -6
alt zoomalignz = 20
;// Brass System
brass = 308
brasslife = 40
brassangle = 70
brassanglerand = 20
brassspeed = 40
brassspeedrand = 5
brassupward = 15
brassupwardrand = 2
brassrotx = 1000
brassrotxrand = 200
brassroty = 2000
brassrotyrand = 200
brassrotz = 0
brassrotzrand = 0
alt brass = 308
alt brasslife = 40
alt brassangle = 70
alt brassanglerand = 20
alt brassspeed = 40
alt brassspeedrand = 5
alt brassupward = 15
alt brassupwardrand = 2
alt brassrotx = 1000
alt brassrotxrand = 200
alt brassroty = 2000
alt brassrotyrand = 200
alt brassrotz = 0
alt brassrotzrand = 0
;// HUD ANIMATION (timeline 0-2071)
keyframe ratio = 1
simplezoomanim = 1
alt simplezoomanim = 1
useempty = 1
alt useempty = 1
disablemovespeedmod = 0
alt disablemovespeedmod = 0
select = 303,311
idle = 10,60
move = 116,156
;run = 209,249
melee start = 347,351
melee end = 352,370
;fire = 634,637
start fire = 634,635
end fire = 636,637
;automatic fire = 640,645
;last fire = 650,665
last start fire = 650,651
last end fire = 652,665
reload = 410,457
putaway = 314,322
empty select = 325,333
empty idle = 63,113
empty move = 160,200
empty run = 253,293
empty melee start = 380,384
empty melee end = 385,403
;// hold open
empty reload = 460,512
;// charging handle
;empty reload = 515,582
empty putaway = 336,343
zoomto = 668,672
zoom idle = 745,805
zoom move = 701,741
zoom start fire = 675,676
zoom end fire = 677,678
;zoom automatic fire = 681,684
;zoom last fire = 689,692
zoom last start fire = 689,690
zoom last end fire = 691,692
zoomfrom = 808,812
empty zoomto = 815,818
empty zoom idle = 874,954
empty zoom move = 830,870
empty zoomfrom = 957,961
dryfire = 964,970
zoom dryfire = 822,825
fix jam = 585,625
altto = 986,1010
altfrom = 1016,1040
empty altto = 1046,1070
empty altfrom = 1076,1100
alt select = 1403,1411
alt idle = 1110,1160
alt move = 1216,1256
;alt run = 1309,1349
alt melee start = 1447,1451
alt melee end = 1452,1470
;alt fire = 1734,1737
alt start fire = 1734,1735
alt end fire = 1736,1737
;alt automatic fire = 1740,1745
;alt last fire = 1750,1765
alt last start fire = 1750,1751
alt last end fire = 1752,1765
alt reload = 1510,1557
alt putaway = 1414,1422
alt empty select = 1425,1433
alt empty idle = 1163,1213
alt empty move = 1260,1300
alt empty run = 1353,1393
alt empty melee start = 1480,1484
alt empty melee end = 1485,1503
;// hold open
alt empty reload = 1560,1612
;// charging handle
;alt empty reload = 1615,1682
alt empty putaway = 1436,1443
alt zoomto = 1768,1772
alt zoom idle = 1845,1905
alt zoom move = 1801,1841
alt zoom start fire = 1775,1776
alt zoom end fire = 1777,1778
;alt zoom automatic fire = 1781,1784
;alt zoom last fire = 1789,1792
alt zoom last start fire = 1789,1790
alt zoom last end fire = 1791,1792
alt zoomfrom = 1908,1912
alt empty zoomto = 1915,1918
alt empty zoom idle = 1974,2054
alt empty zoom move = 1930,1970
alt empty zoomfrom = 2057,2061
alt dryfire = 2064,2070
alt zoom dryfire = 1922,1925
alt fix jam = 1685,1725
;// GUN Sounds
sound1 = fire.ogg
sound2 = reload.ogg
sound3 = dryfire.ogg
sound4 = putaway.ogg
sound5 = melee.ogg
sound6 = cock.ogg
sound7 = unload.ogg
sound8 =
sound9 = taprack.ogg
sound10 = altchange.ogg
fireloop = 2000
soundstrength = 100
altsound1 = fire.ogg
altsound3 = dryfire.ogg
altsound4 = putaway.ogg
alt fireloop = 2000
alt soundstrength = 20
;// HUD sound frames list
soundframes = 25
sframe0 =
;tacload
sframe1 = 414,7
sframe2 = 439,2
;reload
sframe3 = 466,7
sframe4 = 492,2
sframe5 = 499,6
;draw
sframe6 = 304,4
sframe7 = 326,4
;melee
sframe8 = 348,5
sframe9 = 381,5
;fixjam
sframe10 = 589,9
;alt tacload
sframe11 = 1514,7
sframe12 = 1539,2
;alt reload
sframe13 = 1566,7
sframe14 = 1592,2
sframe15 = 1599,6
;alt draw
sframe16 = 1404,4
sframe17 = 1426,4
;alt melee
sframe18 = 1448,5
sframe19 = 1481,5
;alt fixjam
sframe20 = 1689,9
;alt change
sframe21 = 993,10
sframe22 = 1026,10
sframe23 = 1053,10
sframe24 = 1086,10
Click this link for a WEBGL 3D preview of the relevant weapon (just for fun) More
HERE
Hopefully this will help you get a little further down the path.
Gigabyte P67A-UD4-B3, Intel Core i7 2600K (passmark 8555), 16GB Corsair DDR3, EVGA GTX 970 SC (passmark 8637), Win7 Pro 64-bit SP1, Primary monitor @ 1920x1080, secondary monitor @ 1024x1280