After hours of screwing with the decompiler and source files for the models in Empires, which sadly only consisted of .SMDs, not .FBXs or XSI scene files, I've reintegrated the BE pistol 1 mesh, and removed the left hand and duplicated it symmetry like, to get this below. Now this looks like a 5 minute job, but the .SMD importer for XSI... cut the entire thing into fucking pieces. It took me a good 4 hours to reintegrate the entire mesh so I can animate it, which I'm working on right now. Hopefully when I'm done I can replace the BEPistol1 Viewmodel with this, just a cosmetic thing you know. Also, the top left Camera view is the view you would have ingame.
The problem is.. the rigging on this will be, and definitely will be a huge huge mess. You usually don't start out with a posed position, not to mention this is PRETTY much ripped straight from the source files (but I get the same result with a few names missing with the mdldecompiler). Not to mention after comparing it to the modelsrc v_hands scene, it seems that the arms aren't as long as the ones in there, but it seems the fingers and hands match up. Edit: I'm also doing this as a test of what I can do animation wise.
Problem is that as firing rates are changed to balance that SMG this starts to look OOP But that would be awesome, blizzerd.
Ehhh, sadly yet again something has held me up on this (Vess's AFV) which I am going to fucking finish!
If Dual Pistols will be a weapon, they should fire with the left and right mouse buttons respectively, and an option to switch the buttons.
Then you need a way to individually reload them :\ Maybe tapping reload reloads left, double tapping it reloads right? Holding reloads both.
No you wouldn't. If you fire one after the other with each click, it's technically linked (rather than synchronised) and still have the reload synched. Treat the guns as one weapon, basically.