Model position in relation to player
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Model position in relation to player
I'm having a slight problem. For my mod I'm wanting to have a model which stays in front of the player in the same position on screen at all times (similar to a weapon model). The code works right for the most part, but when I go to look up the model will move behind the player and when I look down it moves away.
This is my code:
It also likes to bob the opposite direction the camera does. Any solutions?
This is my code:
- Code: Select all
local entity onscreen1
onscreen1 = find (world, classname, "h1");
setorigin (onscreen1, self.origin+v_forward*20-v_right*18.5+v_up*30);
onscreen1.angles=self.angles;
onscreen1.angles_x=self.v_angle_x-self.v_angle_x*2;
setmodel (onscreen1, "progs/test.mdl");
It also likes to bob the opposite direction the camera does. Any solutions?
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vicious1988 - Posts: 16
- Joined: Sun Oct 12, 2008 10:14 pm
you might be able to use something out of a thread i started a bit ago.
read thru this a bit, im not sure but i was being told how to do something similar in it.
viewtopic.php?t=1175
read thru this a bit, im not sure but i was being told how to do something similar in it.
viewtopic.php?t=1175
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ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
a health bar?
a Zelda mod
?
/ HA HA i kicked your ass Firefox look at me post at i3d with you bwahahahahaha
a Zelda mod
/ HA HA i kicked your ass Firefox look at me post at i3d with you bwahahahahaha
bah
- MeTcHsteekle
- Posts: 399
- Joined: Thu May 15, 2008 10:46 pm
- Location: its a secret
I love how you can put 10 red dots in the top left corner of the screen, add a sword, and everyone instantly says "That's Zelda!"
Help's always welcome. I've already added in the sword, hookshot, bombs (need to fix the timing), heart system, and an early C-slot system w/ equip menu. It still has all the original Quake weapons too.
Only reason I'm using vanilla Quake is so it will work with Eluan's Wii port. I'm planning on probably switching from models to sprites for the display since its a little more cost effective and takes less time to modify.
Help's always welcome. I've already added in the sword, hookshot, bombs (need to fix the timing), heart system, and an early C-slot system w/ equip menu. It still has all the original Quake weapons too.
Only reason I'm using vanilla Quake is so it will work with Eluan's Wii port. I'm planning on probably switching from models to sprites for the display since its a little more cost effective and takes less time to modify.
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vicious1988 - Posts: 16
- Joined: Sun Oct 12, 2008 10:14 pm
heh add gyro, a wand thing, a big map with a lot of water and BOOM "the wind waker"
oh i forgot, a red boat that talks
oh i forgot, a red boat that talks
bah
- MeTcHsteekle
- Posts: 399
- Joined: Thu May 15, 2008 10:46 pm
- Location: its a secret
Right now I'm just getting the basic systems in and operating, although Gyro does sound appealing. I'm aiming to make this very similar to the actual Zelda games, but there's that Quake element I'm oh so tempted to keep, I've already decided to keep it first person since I really don't want to make major modifications to the player model.
Wednesday I'll probably convert the heart system to sprites and work on changing the equip menu to graphical instead of centerprint. Feel free to post any ideas you have, be it weapons, items, plot, etc.
Wednesday I'll probably convert the heart system to sprites and work on changing the equip menu to graphical instead of centerprint. Feel free to post any ideas you have, be it weapons, items, plot, etc.
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vicious1988 - Posts: 16
- Joined: Sun Oct 12, 2008 10:14 pm
Its an old unfixable legacy bug in quake's sw renderer.
Alias models (that is, blah.mdl files) are drawn with their pitch inverted.
Of course, because mods use it, GL mimics it and noone can break it now.
v_angles is the 'proper' way around, but angles is upside down.
Just invert angles_x. Subtract it from 0, or multiply with -1, or something.
This also applies to the makevectors builtin. angles needs to be flipped.
Yeah, you already do that.
Mneh.
Alias models (that is, blah.mdl files) are drawn with their pitch inverted.
Of course, because mods use it, GL mimics it and noone can break it now.
v_angles is the 'proper' way around, but angles is upside down.
Just invert angles_x. Subtract it from 0, or multiply with -1, or something.
This also applies to the makevectors builtin. angles needs to be flipped.
Yeah, you already do that.
Mneh.
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
Well, I experimented earlier with switching to sprites. No success. Always too pixelated. Guess I'm stuck with models for the time being.
Anyways, I switched the item equip menu from centerprint to models.

Needs some texture tweaking and it will look pretty good.
By the way, is there any way to make a model have fullbright? That would make the ghetto model hud look better...hopefully.
Anyways, I switched the item equip menu from centerprint to models.

Needs some texture tweaking and it will look pretty good.
By the way, is there any way to make a model have fullbright? That would make the ghetto model hud look better...hopefully.
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vicious1988 - Posts: 16
- Joined: Sun Oct 12, 2008 10:14 pm
I was looking for a function to resize sprites and/or models. Only thing I noticed was setsize which is for bounding boxes.
As for changing texture colors, the models would still be affected by lights, wouldn't they?
As for changing texture colors, the models would still be affected by lights, wouldn't they?
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vicious1988 - Posts: 16
- Joined: Sun Oct 12, 2008 10:14 pm
err, i think they would cast a shadow... but what iv seen at least is if it uses a full bright color from the pallet then that color is always full bright dark or day .
actually i know it will work
wazat's conquest mod has a model with full bright colors and it looks awsome the tips of some spikes look like they have lava oozing over them and the colors that arnt full bright look black in the shadows u can barely see the weapon but the spikes glow almost. awsome effect :d
actually i know it will work
wazat's conquest mod has a model with full bright colors and it looks awsome the tips of some spikes look like they have lava oozing over them and the colors that arnt full bright look black in the shadows u can barely see the weapon but the spikes glow almost. awsome effect :d
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ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
.. but i think not all engines can see full brights, like the original glquake, and im pretty sure that glpro does not see them either,
but winquake, dosquake, glqrack, and darkplaces can have full brights, at least those are the ones i know have them
but winquake, dosquake, glqrack, and darkplaces can have full brights, at least those are the ones i know have them
bah
- MeTcHsteekle
- Posts: 399
- Joined: Thu May 15, 2008 10:46 pm
- Location: its a secret
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