Awesome thanks, By the way I live in Australia so I will be sleeping when you send it to me hehe :)
On Tue, Oct 7, 2008 at 9:45 PM, Maarten De Meyer <[EMAIL PROTECTED]>wrote: > Yup, that's why I changed the input "reference". I'll mail you the > relevant parts of my code tonight when I get access. > > -- Maarten > > > Hey, thanks for your response. > > > > I have tried implementing the mouse movement change so that all movement > > when on the wall is from the right reference. > > > > I am having problems with Yaw'ing the mouse though, I am not sure how to > > actually adjust the yaw value properly because it 'rolls' (when you are > on > > the wall) the camera around, instead of swiveling parallel to the surface > > of > > the wall like it does when your walking normally. > > > > I would love to see the math you used in your approach or any other help > > :) > > > > Mitchel > > > > On Sun, Oct 5, 2008 at 5:52 PM, Maarten De Meyer > > <[EMAIL PROTECTED]>wrote: > > > >> Hi Mitchel, > >> > >> I implemented fully functional wallwalking about two years ago for the > >> first implementation of our gameplay, when we still had an alien. I'm > >> not > >> sure which part you're referring to though. Personally, when players in > >> my > >> mod jumped to or walked over a new surface, I kept the current camera > >> orientation, since changing your camera angle at that time gives a > >> shocky > >> experience and can be very disorienting. What I rather did, is modify > >> the > >> input classes so all mouse movement from that point on happened in the > >> reference frame of the new surface ( with some interpolation over time > >> to > >> smooth things out ). This felt very natural and worked very well. I also > >> touched problems that sound a lot like yours, I'm not sure if they're > >> the > >> same, but I can give you the math for my approach if you want. > >> > >> One word of caution though. I don't know your game's pitch, so for all I > >> know you won't have this problem, but we eventually stepped away from > >> wallwalking since you cannot do it properly (i.e. fully equivalent to > >> upright walking ) without an oriented box shapecast, which Source > >> doesn't > >> support. I had something pretty decent using several points that I > >> transformed ourselves, but this kind approach always has edge cases with > >> certain geometry. One concession you can make to still have it working > >> decently, is e.g. limiting the orientation and complexity of the > >> surfaces > >> you can walk on, but that was a sacrifice we chose not to make. > >> > >> Hope that helped a bit. Feel free to contact me on- or off-list if you > >> want more info or parts of my code. > >> > >> -- Maarten > >> > >> > >> > Hi Everyone, > >> > > >> > Making a mod with a few others that has walkwalking - the actual > >> physical > >> > walking along walls part has been implemented. > >> > > >> > Basically it uses the normal of the surface you are walking on and the > >> > viewing direction of the player to construct the correct 'right' and > >> > 'forward' unit vectors, so that the players movement is constrained to > >> the > >> > surface (using the cross product). > >> > > >> > The problem I am having now is that I want to change the camera angle > >> to > >> > face the "forward" direction of the surface. I have hooked up the > >> > server-client code so that I can directly change the camera angle > >> however > >> > my > >> > vector cross product calculations screw up because I am now changing > >> the > >> > camera viewing angle and then using it to make a calculation which > >> changes > >> > it again - e.g. circular madness. > >> > > >> > Thus I am sure it is possible because you see it done all of the time > >> - > >> > but > >> > is there a way to construct at least one right angled vector from just > >> one > >> > vector? The cross product requires 2 vectors, so I played with > >> arbitrary > >> > vectors and rotations to the original direction of the normal to the > >> > surface > >> > - however I get problems where one wall's normal will eventually be > >> > co-linear to the vector I have chosen (which results in a zero > >> vector). > >> > > >> > So I am not sure I really explained the problem all that well - I can > >> go > >> > into more detail if anyone doesn't understand. > >> > > >> > Thanks > >> > > >> > Mitchel > >> > _______________________________________________ > >> > 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 > >> > >> > > _______________________________________________ > > 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 > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

