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

