Inside3D!
     

Upside-Down Player + Walking on Ceiling
Goto page Previous  1, 2
 
Post new topic   Reply to topic    Inside3d Forums Forum Index -> Engine Programming
View previous topic :: View next topic  
Author Message
ceriux



Joined: 06 Sep 2008
Posts: 969
Location: Florida, USA

PostPosted: Thu Jan 28, 2010 7:57 am    Post subject: Reply with quote

why not .... just flip the gravity for only the player and his view and his model, keeping the hulls the same?
_________________
QuakeDB - Quake ModDB Group
Back to top
View user's profile Send private message Yahoo Messenger
Chip



Joined: 21 Jan 2009
Posts: 314
Location: Romania

PostPosted: Thu Jan 28, 2010 10:54 am    Post subject: Reply with quote

If the transition from up to down is improved, one might have a zero-gravity map, in space, where the player floats and turns up and down and sideways in a random pattern.
_________________
My Projects: Quake 1 Mods | OpenQuartz 2 | ChipQuake
Back to top
View user's profile Send private message Visit poster's website
Sajt



Joined: 16 Oct 2004
Posts: 1026

PostPosted: Thu Jan 28, 2010 12:39 pm    Post subject: Reply with quote

At that point you're better off not using the Quake engine Razz
_________________
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
Back to top
View user's profile Send private message
mh



Joined: 12 Jan 2008
Posts: 910

PostPosted: Thu Jan 28, 2010 12:47 pm    Post subject: Reply with quote

I'm wondering how possible it would be to at least make a start by enabling fully free movement underwater? The movement types are totally different there so it should be possible to achieve something.

At least it would be a start, and would open the next logical step up, which is to handle fly mode and noclipping. Gotta start somewhere!
_________________
DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines
Back to top
View user's profile Send private message Visit poster's website
Spirit



Joined: 20 Nov 2004
Posts: 476

PostPosted: Thu Jan 28, 2010 12:54 pm    Post subject: Reply with quote

Heh! nglquake has cvars (something like ztrick and ytrick) to do that. Quite funny.

edit: in a gimmick, not really functioning way or course
_________________
Quake Maps


Last edited by Spirit on Thu Jan 28, 2010 12:55 pm; edited 1 time in total
Back to top
View user's profile Send private message Visit poster's website
Sajt



Joined: 16 Oct 2004
Posts: 1026

PostPosted: Thu Jan 28, 2010 12:54 pm    Post subject: Reply with quote

mh wrote:
I'm wondering how possible it would be to at least make a start by enabling fully free movement underwater? The movement types are totally different there so it should be possible to achieve something.

At least it would be a start, and would open the next logical step up, which is to handle fly mode and noclipping. Gotta start somewhere!


Well, the very first thing you would need to do is throw out player angles, and replace it with a matrix (or quaternion?).
_________________
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
Back to top
View user's profile Send private message
Teiman



Joined: 03 Jun 2007
Posts: 309

PostPosted: Thu Jan 28, 2010 1:02 pm    Post subject: Reply with quote

mh wrote:
I'm wondering how possible it would be to at least make a start by enabling fully free movement underwater? The movement types are totally different there so it should be possible to achieve something.

At least it would be a start, and would open the next logical step up, which is to handle fly mode and noclipping. Gotta start somewhere!


I think noclip sould work more like swimming...

And "fly" sould automatically set FL_ONGROUND, wen you are near the ground.

Maybe other option for this, is to implement "ceiling friction" and another flag like FL_ONGROUND, and some ceiling stickiness... like ... if FL_ONCEILING flag is activated, you don't fall, even if theres nothing below you. Or something.
Back to top
View user's profile Send private message
frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Thu Jan 28, 2010 1:16 pm    Post subject: Reply with quote

Teiman wrote:
Maybe other option for this, is to implement "ceiling friction" and another flag like FL_ONGROUND, and some ceiling stickiness... like ... if FL_ONCEILING flag is activated, you don't fall, even if theres nothing below you. Or something.


I don't see the need of another flag. FL_ONGROUND could be set according the gravity orientation (ie, if gravity is negative FL_ONGROUND is set when the entity touches a solid surface in ceiling).

What would be really cool is a gravity vector. I remember seeing a video from another engine (don't remember if it was Ogre or the Irrlicht engine) where you could make things "fall" towards any arbitrary wall or the ceiling only changing a gravity vector.
_________________
frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/
Back to top
View user's profile Send private message Visit poster's website
Teiman



Joined: 03 Jun 2007
Posts: 309

PostPosted: Thu Jan 28, 2010 1:22 pm    Post subject: Reply with quote

If you need things to fall to some arbitrary "down", maybe a special version of the TWig library can do that with a modification..

I can imagine a map where a wall is destroyed, and all things "fly" to the void of space, but you stay on ground, because your boots are magnetic*


Humm... for some reason, I want to play quake1 windtunnels map again. Hell.. that map is superawesome.



*or because you uses a grapple hook!
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    Inside3d Forums Forum Index -> Engine Programming All times are GMT
Goto page Previous  1, 2
Page 2 of 2

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2004 phpBB Group