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Third person crosshair/reticle

by genomegames · in Torque 3D Beginner · 04/04/2011 (12:41 pm) · 8 replies

Hello!
Does anybody release not shaking 3rd/1st Person Super Crosshair with Torque 3D?
I try to make third person crosshair but it is shaking and user cannot aim.

#1
04/05/2011 (2:55 am)
It is shaking,because you're using a node position and this node has an animation that causes the shaking.
You have to use an another approach - calculate the crosshair position from the world box.This would require source code changes.
#2
04/05/2011 (3:21 am)
Thank you for your reply!
As I say in private forum I think a parameter correctMuzzleVector corrects a position of a spawn projectiles from a weapon's muzzle point.

What world box do you say about? Is there a complete resource?
#3
04/05/2011 (3:48 am)
Can I correct muzzle vector to correspond with the reticle position?
#4
04/05/2011 (6:41 am)
You have to avoid the animation based approach or you can use a node that is not animated. That way you will skip the shaking.
#5
04/05/2011 (11:25 am)
Do you say about a node as about a muzzle point? It is attached to weapon and shake everytime.
#6
04/05/2011 (9:01 pm)
I have solved this
#7
04/06/2011 (4:46 am)
Good to know.
Did you use a separate node ?
#8
04/06/2011 (11:15 am)
No, I used a standard reticle, I made it is visible in the third person mode and made modifications in WeaponImage::onFire method for projectiles fly out from a muzzle point to a reticle

You can see what I tried to do in the private forum