Torb,
Check out in_main.cpp in the cl_ll folder.
There is a method called CInput::AdjustAngles()
You can query, modify, then set the angles as follows:
-----------------
QAngle viewangles; //temp holder
// Retrieve latest view direction from engine
engine->GetViewAngles( viewangles );
//Get view angle from the tracker
//pitch, yaw, roll
float pitch, yaw, roll;
pitch = 30;
yaw=10;
roll=0;
viewangles.x = pitch;
viewangles.y = -1*(yaw+90);
viewangles.z = -1*(roll);
// Make sure values are legitimate
ClampAngles( viewangles );
// Store new view angles into engine view direction
engine->SetViewAngles( viewangles );
---
There are some other methods in in_main.cpp that also influence the
view, and you may need to change them.
I can't remember the details, but the relate to ensuring the player's
view represents views that are feasible with a mouse.
If things aren't working out, serch in in_main for all
engine->SetViewAngles calls and see all the places where
the client is manipulating the view.
You might also want to check out view.cpp in cl_dll...
Good Luck,
Steve
On Wed, Apr 2, 2008 at 10:14 PM, Torben Schou <[EMAIL PROTECTED]> wrote:
> Hello
>
> I need to be able to achieve unusual camera angles,
> such as looking up and off to left. Does anyone know
> how to modify the engine to stop it constraining the
> possible camera angles? I've played around with it for
> a bit without much luck.
>
> The reason I'm wishing to achieve this is because I'm
> porting Source to setup that has two screens at a
> right angle to each other. Consequently, to make the
> image appear correctly, for instance when the player
> is staring along the horizon, the left side is offset
> by 45 degree in the yaw and the right -45. I'm now
> wanting to achieve something similar for when the
> player is staring directly up i.e. offset the roll 45
> degrees for the left side and -45 for the right.
>
> Any help would be really appreciated
> - Torb
>
>
> Get the name you always wanted with the new y7mail email address.
> www.yahoo7.com.au/y7mail
>
>
>
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