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Tutorial: Adding r_viewmodeloffset to GLQuake/WinQuake

Posted: Wed Nov 19, 2008 5:15 am
by Baker
Adding r_viewmodeloffset cvar to a Quake engine

The r_viewmodeloffset console variable allows you to position the gun to the left or right by any amount you choose. One example is using r_viewmodeloffset 5 or -5 to shift the gun to the left or right.

This code isn't renderer specific so both GLQuake and WinQuake receive the functionality.

[It can also position higher or farther in front if you want via r_viewmodeloffset "0 5 6". But that doesn't appear to be commonly used.]

Image

Instuctions adding it to stock GLQuake/WinQuake


1. First we need 1 extra addition to mathlib so open mathlib.h
//Add this definition to very bottom
int ParseFloats(char *s, float *f, int *f_size);
2. Now open mathlib.c and add the function itself

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// Add this to the bottom if you prefer.

int ParseFloats(char *s, float *f, int *f_size) {
	int i, argc;

	if (!s || !f || !f_size)
		Sys_Error("ParseFloats() wrong params");

	if (f_size[0] <= 0)
		return (f_size[0] = 0); // array have no size, unusual but no crime

	Cmd_TokenizeString(s);
	argc = min(Cmd_Argc(), f_size[0]);
	
	for(i = 0; i < argc; i++)
		f[i] = Q_atof(Cmd_Argv(i));

	for( ; i < f_size[0]; i++)
		f[i] = 0; // zeroing unused elements

	return (f_size[0] = argc);
}
3. Open view.c - Near the top, find "cvar_t crosshair" (about 60 lines from top).
//Add this after crosshair cvar declaration
// the "true" means it saves to config
cvar_t r_viewmodeloffset = {"r_viewmodeloffset", "0", true};
4. Still in view.c, find void V_CalcRefdef (void) around line 850-860

Locate this rotten code:

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	for (i=0 ; i<3 ; i++)
	{
		view->origin[i] += forward[i]*bob*0.4;
//		view->origin[i] += right[i]*bob*0.4;
//		view->origin[i] += up[i]*bob*0.8;
	}
	view->origin[2] += bob;
Replace it with this ...

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#if 0 
	for (i=0 ; i<3 ; i++)
	{
		view->origin[i] += forward[i]*bob*0.4;
//		view->origin[i] += right[i]*bob*0.4;
//		view->origin[i] += up[i]*bob*0.8;
	}
	view->origin[2] += bob;
#endif

#if 1	
	VectorCopy (r_refdef.vieworg, view->origin);
	VectorMA (view->origin, bob * 0.4, forward, view->origin);

	if (r_viewmodeloffset.string[0]) {
		float offset[3];
		int size = sizeof(offset)/sizeof(offset[0]);

		ParseFloats(r_viewmodeloffset.string, offset, &size);
		VectorMA (view->origin,  offset[0], right,   view->origin);
		VectorMA (view->origin, -offset[1], up,      view->origin);
		VectorMA (view->origin,  offset[2], forward, view->origin);
	}
#endif
5. In view.c, find the section where Cvar_RegisterVariable is. Add this one in there as such ...

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Cvar_RegisteVariable (&r_viewmodeloffset);
You are done. Compile + start up Quake and type r_viewmodeloffset 5 in the console. Or type r_viewmodeloffset -5 in the console.

I'm pretty sure this code made it's first appearance in FTEQW back in 2005 maybe.

Posted: Thu Nov 20, 2008 3:01 am
by MeTcHsteekle
I've tried several times and cant seem to get it to work :?:

compiles fine though, but when i type in command in console it has unknown command :?

Posted: Thu Nov 20, 2008 4:23 am
by Baker
I've added a step #5, the part where r_viewmodeloffset gets registered was missing.

Posted: Thu Nov 20, 2008 4:40 am
by MeTcHsteekle
yay with a capital V and a [space] it works perfectly

horrra for forward development of eyecandy useless but fun stuff :D

http://www.albinoblacksheep.com/video/developers-remix

Posted: Thu Nov 20, 2008 11:19 am
by Baker
MeTcHsteekle wrote:yay with a capital V and a [space] it works perfectly

horrra for forward development of eyecandy useless but fun stuff :D

http://www.albinoblacksheep.com/video/developers-remix
Fixxored.

Re: Tutorial: Adding r_viewmodeloffset to GLQuake/WinQuake

Posted: Mon Nov 09, 2009 8:09 am
by Team Xlink
Baker wrote:Adding r_viewmodeloffset cvar to a Quake engine

5. In view.c, find the section where Cvar_RegisterVariable is. Add this one in there as such ...

Code: Select all

Cvar_RegisteVariable (&r_viewmodeloffset);
Your missing the letter "r" on the end of Register, it should look like this:

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Cvar_RegisterVariable (&r_viewmodeloffset);
Thank you for the tutorial, it works like a charm.

Posted: Mon Aug 23, 2010 2:24 am
by George30
hi..
thanks for that wonderfull tutorial..
btw im new in this site..
thanks a lot and have a nice day..







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Posted: Mon Aug 23, 2010 6:51 am
by r00k
you forgot to post a link to some free movies online site...

Posted: Wed Sep 01, 2010 3:02 am
by mankrip
It doesn't make sense for the weapons to be aligned to the side of the screen while the bolts, the projectiles and the tracelines are aligned to the center of the screen.

In my opinion, the right way to do this is by adjusting the scr_ofsy cvar, since then everything will be aligned correctly without affecting the physics. So, all that's really needed is to make the server allow usage of the scr_ofsy cvar in multiplayer games.

Posted: Wed Sep 01, 2010 3:16 pm
by ceriux
if the content maker isnt lazy they could do this all via their modeling program.

Posted: Wed Sep 01, 2010 3:45 pm
by Spike
not everyone likes models off to the side. Also baker forgot the virtical bob, and kept only the forwards bob.