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

Reply via email to