Makeshift HUD models
Moderator: Graf Zahl
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Makeshift HUD models
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?
[-] 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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- GZDoom Developer
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- GZDoom Developer
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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?
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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- GZDoom Developer
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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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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.
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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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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