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[ Picked text/plain from multipart/alternative ]
I got the view working, but how do I rotate the actual model in Source? So
it fits to the view? Now the players on ceiling walks upside down. Very
crazy.

Thanks in advance,

Wolfgang

On 10/05/07, Christian Wolfgang <[EMAIL PROTECTED]> wrote:
>
> Thanks!
>
> It is not axis aligned movement, but i'll give it a try.
>
> Thank you for the help,
>
> Wolfgang
>
> On 09/05/07, Ben Everett <[EMAIL PROTECTED]> wrote:
> >
> > What may help you with that is changing the view vectors (i.e. what is
> > forward, up, and right).
> >
> > -----Original Message-----
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of
> > [EMAIL PROTECTED]
> > Sent: Wednesday, May 09, 2007 1:23 PM
> > To: [email protected]
> > Subject: Re: [hlcoders] Rotating a player
> >
> > Yes that's possible, I've already done it for our wallwalking, you just
> > need to transform the input to the new orientation, then apply the
> > player's input, and transform it back to world.
> >
> > However, as I pointed out in an earlier topic, the real difficulty is to
> > have the movement code oriented randomly. The movement is based on
> > shapecasts, and in Source only axis-aligned box casts are possible. If
> > you
> > want to be able to walk on surfaces that are not axis-aligned, that
> > introduces additional difficulties ( working on them as we 'speak' ). If
> >
> > you limit your movement to axis-aligned surfaces or do not wish to walk
> > on
> > surfaces in the new orientation, there's no difficulty really.
> >
> > -- Maarten
> >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Hi! Thanks for the fast reply.
> > >
> > > I'm actually looking for a way to rotate the players coordinate
> > system.
> > > To be more concrete, I'm building a world with a changing gravity and
> > the
> > > player should rotate relative to it.
> > > I'm not sure if I am using the right terms, but I think it must be the
> > > players coordinate system that needs to be rotated.
> > >
> > > Thanks,
> > >
> > > Wolfgang
> > >
> > > On 09/05/07, Minh <[EMAIL PROTECTED]> wrote:
> > >>
> > >> --
> > >> [ Picked text/plain from multipart/alternative ]
> > >> Yes, this is possible. You need to go to "player_command.cpp" and
> > edit
> > >>
> > >> CPlayerMove::SetupMove
> > >>
> > >> Also, on the client side, you need to edit "prediction.cpp" and find
> > the
> > >> corresponding function
> > >>
> > >> CPrediction::SetupMove
> > >>
> > >>
> > >> These two functions handle player input and you can arbitrarily set
> > the
> > >> player's angles by ignoring the player input and forcing the angle to
> > >> whatever you want.
> > >>
> > >>
> > >>
> > >> ----- Original Message -----
> > >> From: "Christian Wolfgang" <[EMAIL PROTECTED]>
> > >> To: < [email protected]>
> > >> Sent: Wednesday, May 09, 2007 12:40 AM
> > >> Subject: [hlcoders] Rotating a player
> > >>
> > >>
> > >> > --
> > >> > [ Picked text/plain from multipart/alternative ]
> > >> > Hi.
> > >> >
> > >> > Is it possible to rotate a player in-game arbitrarily? And is it
> > >> possible
> > >> > to
> > >> > have the mouse direction rotated as well? I've been trying to use
> > >> > SetAbsAngles, but it has no effect on players.
> > >> >
> > >> > Thanks,
> > >> >
> > >> > Wolfgang
> > >> > --
> > >> >
> > >> > _______________________________________________
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> > >> >
> > >> >
> > >>
> > >> --
> > >>
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> > >>
> > >>
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> > >
> >
> >
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