Makeshift HUD models

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deded007
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Makeshift HUD models

Post by deded007 »

What if...

[-] You made a camera facing a model on a background of what the player is seeing that changed views and actions based on the players current weapon?

[-] You made a model that is placed inside the player, that only that player can see, that changes according to the weapon status?

Could things like these be implemented?
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Graf Zahl
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Post by Graf Zahl »

If it comes to models I'm afraid to tell you that I'd need someone to help me out. Are there any volunteers willing to do it? GZDoom really could use a second programmer.
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deded007
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Post by deded007 »

What is GZDoom using? (wat scripting language such as C, C++, Basic)
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Graf Zahl
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Post by Graf Zahl »

C++
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deded007
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Post by deded007 »

Now all I need is to download the source, and learn C++.

;-]
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ChupaReaper
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Post by ChupaReaper »

Good luck with that, I can't wait for hud models -I started to have a look into c++ but I'm up to my waist in English course work...
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Torr Samaho
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Post by Torr Samaho »

I just added HUD model support to Skulltag 8)

Still limited, but working:
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Graf Zahl
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Post by Graf Zahl »

Thanks! :)

Although I have to admit that merging this was a bit tricky because Skulltag hasn't incorporated the changes in ZDoom from the last 3 or 4 months yet and the code has changed quite a lot since then. Is there a reason why you don't update anymore?
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Torr Samaho
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Post by Torr Samaho »

The main reason why I didn't update ST's main trunk beyond ZDoom 622 yet is that I had to freeze ST's ZDoom base for 97D at some point. Otherwise 97D would never have been released (and it was way overdue).

Now that 97D is out, I plan to catch up with GZDoom again and already have an updated ST branch based on ZDoom 2.2.0 / GZDoom 1.1.0.

I'm a little hesitant to upgrade to the FMODEX code though. How stable is the latest version?
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Graf Zahl
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Post by Graf Zahl »

Stable enough. I've been playing with it for some time now. There's some minor issues but overall, they are not worse than the old code. Just don't bother with the sound code in GZDoom 1.1.2 That one's just a temporary stopgap because I wanted to do a release but the ZDoom version at that point was (more than) a little problematic.
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ChupaReaper
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Post by ChupaReaper »

Sweet! Can't wait for GZDoom release! I best get to work on my Doom 3 hud models...!
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Nash
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Post by Nash »

Hi Graf, first of all, thank you (and Torr as well) for finally making HUD models a reality.

However, there's something about it that kind of disturbs me, and that's the bobbing. With the object being in 3-d and having perspective, it looks really weird with Doom's bobbing pattern.

Check out this plasma rifle HUD model assembled by Skulltag user Doom_Knight and you'll see what I mean.

htto://nash.wanzafran.com/doomstuff/HUD-PlasmaRifle.pk3

So what do I propose? I don't know - an alternate bobbing pattern flag for weapons maybe? Quake 3's bobbing pattern is nice - small movements, quick and realistic.
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Torr Samaho
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Post by Torr Samaho »

The current bobbing is just the first implementation I could come up with. I'm open for suggestions on how to improve it. Since I don't know how the Quake 3 bobbing is achieved (and don't have the time to investigate this), I need specific suggestion on how the weapon should bob (best in terms of translations and rotations).
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Cutmanmike
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Post by Cutmanmike »

How do weapons look when they're held from the right (or left) hands? I can see what Nash means though, I don't think any human would hold and run with weapons like that.
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Post by Nash »

Not being a programmer, I can't really describe in text about the hand movement in Quake 3 Arena.

I can only suggest you to go to YouTube and search for "Quake 3" or something. You'll find tons of videos where you can see the HUD weapon bobbing.

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