To answer your specific questions: 1) We didn't find a place to just drop in our tracking device and have it called every frame. We had to modify quite a few methods in in_main.cpp to tell the engine to either use our tracker (if enabled) or fall back to the mouse. Not a lot of code per se, just lots of modification to exiting conditional statements.
2) When you position the player, you are moving the feet of the player's model. You will have to figure out the transformation from the feet to the eyes (based on the model's eye height) to figure out how to put the "camera" where the tracker is. Also, changing the player's orientation doesn't change the view orientation. We found that we had to change the player's orientation (angles) as well as the engine's **ViewAngles** to get the behavior we need. Steve On Sun, Jun 14, 2009 at 9:23 AM, Jan Frederick Eick<[email protected]> wrote: > Hi there! > > For an experiment we are trying to implement headtracking. I'm a bit > lost in the source right now. I read the tutorial about implementing a > 3rd person view. > This intent raises some questions. > > 1) the new "input device" (the tracking system) - is there a method > which gets called every frame in which we could fetch the data of the > tracking device? > > 2) where is the difference in "changing the position of the camera" and > "changing the position of the player"? > > I hope you guys get what I'm trying to express ;) > > Greets > > _______________________________________________ > 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

