changing the view offset actually changes the "virtual" _position_ of
the eye, I think the angle is a bit different, but yeah definitly
manipulating the angle a little bit would make it look better.


On Tue, 18 Jan 2005 02:55:38 -0500, r00t 3:16 <[EMAIL PROTECTED]> wrote:
> After looking at the peeking I am starting to think this would be more like
> a side step left / right...
>
> I think rolling the player 5-10 degress right / left will probably make the
> motion a little better.
>
> Would the same apply to set the roll ?
> I know I wouldn't use SetEyeOffset but I quess it is basically the same
> thing just rolling the player views right or left.
> Kind of like how when you flipped the jeep you got stuck in that weird angle
> lol..
>
> Ill keep playing
>
> r00t 3:16
> CQC Gaming
> www.cqc-gaming.com
>
> ----- Original Message -----
> From: "Hasan Aljudy" <[EMAIL PROTECTED]>
> To: <hlcoders@list.valvesoftware.com>
> Sent: Tuesday, January 18, 2005 1:41 AM
> Subject: Re: [hlcoders] Peeking - Left / Right
>
> > Glad I could help
> >
> >>Its the vising/pvs/phs info still correct if you move ViewOffset?
> > hmm .. lol I really hvae no idea about this, but I'd guess the view
> > offset is taken into account when updating this info.
> >
> >
> > On Tue, 18 Jan 2005 01:02:31 -0500, r00t 3:16 <[EMAIL PROTECTED]>
> > wrote:
> >> Thank you very much for the pointers Hasan.
> >> I have the peeking working, although now that I have it working I may
> >> change
> >> it so it is more of a roll of the player instead of just shifting the
> >> camera
> >> over.
> >>
> >> But thanks again for the help...
> >>
> >> r00t 3:16
> >> CQC Gaming
> >> www.cqc-gaming.com
> >> ----- Original Message -----
> >> From: "Hasan Aljudy" <[EMAIL PROTECTED]>
> >> To: <hlcoders@list.valvesoftware.com>
> >> Sent: Monday, January 17, 2005 8:39 AM
> >> Subject: Re: [hlcoders] Peeking - Left / Right
> >>
> >> > There was a player method to get forward, right and up directions ..
> >> > not sure exactly what is it .. something like EyeVectors(&forward,
> >> > &up, &right) where you pass vector pointers to it and it puts the
> >> > direction in them.
> >> > this gives you the right direction of the player, you can get the left
> >> > easily (it's the negative of the right) "left = -right;" if that
> >> > doesn't work, try "left = right * -1";
> >> > now if you call "VectorMA( original_offset, 21, right, &new_offset );"
> >> > it shopuld set new_offset to correctly represent your new desired
> >> > offset.
> >> >
> >> >
> >> > On Mon, 17 Jan 2005 04:08:36 -0500, r00t 3:16 <[EMAIL PROTECTED]>
> >> > wrote:
> >> >> Ok I have the peeking somewhat working but still totally not correct..
> >> >>
> >> >> I am basically changing the default view from 0,0,64 to -21,0,64
> >> >>
> >> >> When facing North (I think that is the right direction ) works great
> >> >> :)
> >> >> However when I move for example facing EAST I no longer lean left I
> >> >> lean
> >> >> back or if im facing SOUTH I am not leaning right...
> >> >>
> >> >> Which is not correct.
> >> >>
> >> >> I am using player->SetViewOffset to set the camera view.
> >> >> I guess my problem is not sure how to be able to SetViewOffset
> >> >> depending
> >> >> on
> >> >> the direction of the player player.
> >> >>
> >> >> I had looked at the VectorMA, not sure what info I need to pass to
> >> >> this
> >> >> however.
> >> >> I want to lean left / right about 15 - 20 degrees...
> >> >>
> >> >>
> >> >> r00t 3:16
> >> >> CQC Gaming
> >> >> www.cqc-gaming.com
> >> >>
> >> >> ----- Original Message -----
> >> >> From: "Hasan Aljudy" <[EMAIL PROTECTED]>
> >> >> To: <hlcoders@list.valvesoftware.com>
> >> >> Sent: Sunday, January 16, 2005 10:02 PM
> >> >> Subject: Re: [hlcoders] Peeking - Left / Right
> >> >>
> >> >> > it's vector math, if you have a point, and you want a point away
> >> >> > from
> >> >> > it at a certain distance in a certain direction you can easily
> >> >> > calculate the new point. The sdk has a funciton called VectorMA
> >> >> > which
> >> >> > takes four paramters I believe .. first is the initial point, second
> >> >> > is direction, third is distance, 4th is a pointer to result.
> >> >> >
> >> >> >
> >> >> > On Sun, 16 Jan 2005 21:15:21 -0500, r00t 3:16
> >> >> > <[EMAIL PROTECTED]>
> >> >> > wrote:
> >> >> >> I want to implement this, and I some what have this working,
> >> >> >> however.
> >> >> >> player->SetViewOffset(); Needs to be adjusted depending on the
> >> >> >> players
> >> >> >> position in the world.
> >> >> >>
> >> >> >> For example. if I set the SetViewOffset to -20 x, If I am facing I
> >> >> >> believe
> >> >> >> North on the map I lean the correct way. However if I turn to the
> >> >> >> east
> >> >> >> and
> >> >> >> try to lean the player seems to lean back...
> >> >> >>
> >> >> >> How would I be able to set this depending on the players position?
> >> >> >> Or is there a better way to do this?
> >> >> >>
> >> >> >> r00t 3:16
> >> >> >> CQC Gaming
> >> >> >> www.cqc-gaming.com
> >> >> >>
> >> >> >> _______________________________________________
> >> >> >> To unsubscribe, edit your list preferences, or view the list
> >> >> >> archives,
> >> >> >> please visit:
> >> >> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >> >> >>
> >> >> >>
> >> >> >
> >> >> > _______________________________________________
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> >> >> > archives,
> >> >> > please visit:
> >> >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >> >> >
> >> >> >
> >> >> >
> >> >>
> >> >>
> >> >> _______________________________________________
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> >> >> please visit:
> >> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >> >>
> >> >>
> >> >
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> >> > please visit:
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> >> >
> >> >
> >> >
> >>
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> >> please visit:
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> >>
> >>
> >
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> >
> >
>
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