-- [ Picked text/plain from multipart/alternative ] I call it in CViewRender::Render, like so:
// copy the normal view, we don't want to modify this CViewSetup vRagdollView = m_View; g_pLocalRagdoll->GetAttachment( g_pLocalRagdoll->LookupAttachment( "Helmet" ), vRagdollView.origin, vRagdollView.angles ); // render it RenderView( vRagdollView, false ); On 7/23/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > I can do that.. The only thing I want to know is where do I need to call > LookupAttachment so I can get the position and angles of the eyes.... > > On 7/23/06, Jonathan Murphy <[EMAIL PROTECTED]> wrote: > > > > -- > > [ Picked text/plain from multipart/alternative ] > > I've also done this before, via a handle to the local players ragdoll > when > > they die and overriding the viewangles in the view setup code. The > > clipping > > thing isn't a problem as the view is setup to fade to black pretty > > quickly. > > > > Might make a tutorial for it somewhere. > > > > On 7/23/06, Jed <[EMAIL PROTECTED]> wrote: > > > > > > We've had this in Ham and Jam for a while now and posted a vid of it > > > in HL2MP here: > > > > > > http://media.putfile.com/First-Person-Ragdoll--FRAGDOLL > > > > > > The only problem is the default HL2 ragdoll physics doesn't do it > > > justice and you really need to tweak them to set more realistic > > > weights and contraints so that the body falls properly. The other > > > issue is that when the eye viewpoint gets close to a surface it > > > sometimes clips so you can see through it. > > > > > > Currently we have it set-up as a toggle so you can switch between > > > first/third person ragdolls as you like. > > > > > > The code itself it fairly simple and just requires an extra 8 lines - > > > mail me if you want it. > > > > > > - Jed > > > > > > > > > > I did this a couple of weeks ago, it does look awesome (we'll be > > > dropping > > > > a video of it in a week or so). We managed it by using an attachment > > on > > > > the model that could be used to get position / orientation for the > > > > observer view. > > > > > > > > A bit of fiddling with the observer code so it used the attachment > > when > > > > viewing a dead player rather than the normal FP method and roberts > > your > > > > mothers brother. > > > > > > > > The most important thing is to ensure that players keep a handle to > > > their > > > > ragdoll when they die (the from scratch sdk is broken in that > respect) > > - > > > I > > > > don't know what the HL2MP code is like for it, you'll also probably > > want > > > > server side ragdolls to really take advantage of it. > > > > > > > > Ging > > > > > > > > > -- > > > > > [ Picked text/plain from multipart/alternative ] > > > > > I would love to keep the first-person-view when a player dies, > > instead > > > of > > > > > a > > > > > third-person-view over the ragdoll. (which would be fun when you > > body > > > > > flies > > > > > through the air) > > > > > It's quite hard I suppose, since a new entity, the ragdoll, is > > created > > > and > > > > > you can't exactly get the position of the eyes of the ragdoll. > > > > > > > > > > Any idea's? > > > > > > > > > > Robbie > > > > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list archives, > > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > -- > > Lead Programmer for Resistance and Liberation > > www.resistanceandliberation.com > > -- > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > -- > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- Lead Programmer for Resistance and Liberation www.resistanceandliberation.com -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders