Quake in real Thirdperson view
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Quake in real Thirdperson view
Im someone who does not play FirstPersonShooters only, i like many other Gametypes too, but whats really missing in Quake is Thirdperson. Really, the Chase-Cam is just crappy and everyone who played Max Payne knows how real Thirdperson is done.
In Max Payne, the Player rotates like in an FPS with the Camera, the Crosshair is attached to an Traceline and scales automatically so that in the view it sizes 8x8 pixels. In QuakeC you could do an Traceline Crosshair easily, but it haveto be ClientSide only (for MultiPlayer)
So, and the Camera is exactly positioned so that the Players Head doesnt overwrite the crosshair, also the cam is abit more right.
EXAMPLE
i think this would be more fun to play in this style of view.
What's youre opinion?
btw i used Google for getting the example picture fast, i dont know this page and i dont think you should enter, Norton says its Evil.
In Max Payne, the Player rotates like in an FPS with the Camera, the Crosshair is attached to an Traceline and scales automatically so that in the view it sizes 8x8 pixels. In QuakeC you could do an Traceline Crosshair easily, but it haveto be ClientSide only (for MultiPlayer)
So, and the Camera is exactly positioned so that the Players Head doesnt overwrite the crosshair, also the cam is abit more right.
EXAMPLE
i think this would be more fun to play in this style of view.
What's youre opinion?
btw i used Google for getting the example picture fast, i dont know this page and i dont think you should enter, Norton says its Evil.
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Ranger366 - Posts: 203
- Joined: Thu Mar 18, 2010 5:51 pm
I think it would be nice to have an optional well-working 3rd person camera that could be triggered by events in a level (and return to 1st person view afterwards).
For mods, a 3rd person camera might be something really nice.
For mods, a 3rd person camera might be something really nice.
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goldenboy - Posts: 924
- Joined: Fri Sep 05, 2008 11:04 pm
- Location: Kiel
goldenboy wrote:Quake has no well-working thirdperson camera though. Except maybe darkplaces, but I always go for broader engine support if possible.
<shameless pimp>
Have you checked this ?
</shameless pimp>
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
Well, in GLQuake when you look up/down the player moves with it, a limitation for this is needed.
And i thought of stocking this to an Engine, this is the best way.
Im not making a mod or planning it, its just an idea and its meant to be an Engine Modification. BTW this traceline crosshair must be client-sided. else the partner will see your crosshair.
And i thought of stocking this to an Engine, this is the best way.
Im not making a mod or planning it, its just an idea and its meant to be an Engine Modification. BTW this traceline crosshair must be client-sided. else the partner will see your crosshair.
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Ranger366 - Posts: 203
- Joined: Thu Mar 18, 2010 5:51 pm
To make the thirdperson suck less, you'll have to apply a low-pass filter to the camera to lose that 'strict' feeling.
Improving the camera is easier than you guys think. I could probably spend a night making chase_active not suck.
Improving the camera is easier than you guys think. I could probably spend a night making chase_active not suck.
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
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