Visibility of "mounted" images
by GSK · in Torque Game Engine · 04/19/2005 (6:33 am) · 5 replies
Hi everybody
I wonder if anyone had an idea that could help me to accomplish the following:
Using the RW orc and the sword model I have by now managed to "mount" the sword instead of the crossbow in my "test-bed" modification of starter.fps. I can also make the orc swing the sword using setActionThread() (this does only work when stationary, as opposed to the method used in the melee resource, but this is as intended for me).
What I cant seem to figure out though is how to make the sword visible in 1'st person view: Visible as in "visible exactly as attached to the models hand" like it is rendered in 3'rd person or observer view (tab, alt-c) as opposed to the "static, billboard type" rendering from a fixed eyepoint used in 1'st person view per default. To put it differently: I would like to switch off the standard "fixed billboard type" rendering of the mounted shape and find a way to "switch on" rendering the mesh exactly as it is mounted to the model (as happens in 3'rd person and observer views)
Any ideas would be greatly appreciated, thanks in advance!
Gsk
I wonder if anyone had an idea that could help me to accomplish the following:
Using the RW orc and the sword model I have by now managed to "mount" the sword instead of the crossbow in my "test-bed" modification of starter.fps. I can also make the orc swing the sword using setActionThread() (this does only work when stationary, as opposed to the method used in the melee resource, but this is as intended for me).
What I cant seem to figure out though is how to make the sword visible in 1'st person view: Visible as in "visible exactly as attached to the models hand" like it is rendered in 3'rd person or observer view (tab, alt-c) as opposed to the "static, billboard type" rendering from a fixed eyepoint used in 1'st person view per default. To put it differently: I would like to switch off the standard "fixed billboard type" rendering of the mounted shape and find a way to "switch on" rendering the mesh exactly as it is mounted to the model (as happens in 3'rd person and observer views)
Any ideas would be greatly appreciated, thanks in advance!
Gsk
#3
04/20/2005 (2:59 pm)
Thanks a ton I was haveing trouble makeing the players hand come in on reload animations this fixes that!
#4
04/20/2005 (3:05 pm)
However, is there any way to have the eyeoffset set to something other, so your gun weapon is more visible, and have it recoil on fire as it does at 0 0 0?
#5
04/20/2005 (4:39 pm)
Yes, you just wouldn't do it in script. Just move the mountpoint node in your weapon model so that it offsets it. Alternately, you could adjust the player model so that it holds the weapon more in the field of vision.
Torque Owner Jeff Price
All you have to do is change a few settings in script.
First, go to player.cs and change renderFirstPerson to true.
Then in your weapon image, probably sword.cs, change the eyeoffset to "0 0 0".
Think that's it, but let me know.