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-- Camera clipping plane (https://hlfx.ru/forum/showthread.php?threadid=2775)


Отправлено 1984 24-04-2011 в 00:06:

Camera clipping plane

Sorry for the lack of Russian.

Me and some guys are working on a mod (using the Paranoia renderer), and we want to have usable iron sights. Of course the camera clipping becomes a huge problem.



This can be fixed by increasing the $scale in the qc, but this also affects (breaks) the attachments, lazyweapon, and for some models also the projected flashlight.

Just want to know if there is a way to get around this, ideally without using $scale.

Also when is HLFX released, and more interesting: the code (we could really use the shadows)?

Добавлено 24-04-2011 в 04:06:

I forgot, is there a way to change the draw sorting of models? We use models for muzzle flashes, but because of the scale they sometimes clip into BSP geometry if you stand too close to walls.


Отправлено HAWK0044 24-04-2011 в 06:04:

Yes, this is often problem, i fix it very easy, just moved animation and $origin.
Also you can make a fill gradient in down and player can't see this bug :-D


Отправлено fire64 24-04-2011 в 06:28:

This is a great graphics

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Отправлено HAWK0044 24-04-2011 в 06:29:

I see for foreigners paranoia and hlfx is very useful mods.


Отправлено XaeroX 24-04-2011 в 08:33:

Цитата:
1984 писал:
Also when is HLFX released, and more interesting: the code (we could really use the shadows)?

Forget about HLFX source code. Just refer HLFX to as a beacon for HL's graphic coders. I really hope one will overtake and surpass it some day.

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Отправлено Ozzy 24-04-2011 в 08:42:

1984 cry of fear huh ?

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Отправлено HAWK0044 24-04-2011 в 09:05:

Yes, i like this first time, cool mod.


Отправлено Ozzy 24-04-2011 в 09:09:

I thought CoF use own render

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Отправлено HAWK0044 24-04-2011 в 09:11:

I'am not think so, ..working on a mod (using the Paranoia renderer), .. now you know...


Отправлено -=DrTressi=- 24-04-2011 в 15:03:

1984 Oh, how you get this mod???

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Отправлено 1984 24-04-2011 в 15:25:

Цитата:
Yes, this is often problem, i fix it very easy, just moved animation and $origin.
Also you can make a fill gradient in down and player can't see this bug :-D


Yes, but this doesn't fix anything if you want to have iron sights with these particular origins.

Цитата:
Forget about HLFX source code. Just refer HLFX to as a beacon for HL's graphic coders. I really hope one will overtake and surpass it some day.


Hm shame, don't think that'll ever happen since all the cool kids are moving on to Source or UDK.


Отправлено XaeroX 24-04-2011 в 15:29:

Цитата:
1984 писал:
Hm shame, don't think that'll ever happen since all the cool kids are moving on to Source or UDK.

Shame on Half-Life community, actually. Q1/2/3 all have nice and advanced renderers despite various UDKs and Sources.

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Отправлено 1984 24-04-2011 в 16:23:

Цитата:
XaeroX писал:
Shame on Half-Life community, actually. Q1/2/3 all have nice and advanced renderers despite various UDKs and Sources.


Myeah, but those engines are all open-source anyway, making it easier to implement (graphical) features and whatnot (at least I think it'd help a lot, I'm not a coder). Some people will always stick with what they know and love, but those people are becoming more rare by the month.

I still love goldsrc purely for it's simplicity when it comes to modding, but I guess you have more restrictions when it comes to coding?

If I had the skills and abilities I wouldn't mind investing a lot of my time to polishing the engine and implement some well-needed graphical features, creating some sort of "ultimate" goldsrc version and release it for whoever is still modding for it (somewhat like Paranoia is now), but that'd mean that I'd have to pick up and learn C++ and OpenGL from scratch.


Отправлено [)r0n 25-04-2011 в 11:38:

Вопрос немного не в тему, но все же, чтобы не плодить сотню похожих тем, спрошу здесь.
Я тоже сделал точное прицеливание, подогнал анимации и fov, все здорово. Но есть один минус. Если смотреть вверх или вних оружие в руках немного смещается в х.з. какую сторону. Так вот, вопрос, можно ли зафиксировать положение оружие в руках, чтобы оно вообще не двигалось как бы ты башкой не крутил? ( и да, хотелось бы чтобы покачивание при ходьбе осталось )


Отправлено HAWK0044 25-04-2011 в 12:49:

If you want,you may to render this scope to tga, and draw gl poly for replace old,and hide model, i make so.


Отправлено 1984 25-04-2011 в 15:50:

Problem is that the iron sights are still animated, and that tgas will produce problems with different resolutions.

Will just use $scale and find a way to fix the attachments.


Отправлено qpAHToMAS 25-04-2011 в 22:02:

[)r0n, cl_bobcycle 0.


Отправлено [)r0n 26-04-2011 в 02:30:

qpAHToMAS, я имел ввиду не покачивание оружия, а его смещение вверх/вниз, когда взгляд игрока направлен вверх или вниз. Вот пара скринов в качестве примера:

Смотрим вверх, все внимание на рукав


Смотрим вниз, положение модели изменилось.


Вот от этого смещения и хотелось бы избавиться. Ибо при точном прицеливании из-за этого смещения стрелять невозможно, т.к. прицеливание уже не точное.


Отправлено PLut 26-04-2011 в 05:07:

[)r0n view->origin[2] -= 1;
Догадаешься где это нужно закомментировать?

1984 How you did ironsight like this? Origin shifting?

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Отправлено [)r0n 26-04-2011 в 05:19:

PLut, ага, ну хоть где это я знаю Спасибо


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