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
> >> > _______________________________________________
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> >> >
> >> >
> >> >
> >>
> >>
> >>
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> >>
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> >
>
>
>
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