Camera Modification (or a workaround) Needed
Quote from Micnax on June 19, 2014, 12:16 amHi there, first time posting on here but I'm experienced with mapping in TF2 in the past.
At the moment I'm trying to create a camera that can rotate around a cube-shaped map area that the player can navigate. Using point_viewcontrol mounted on a func_tracktrain along a circular path_track, I've managed to do this to get the camera moving, but it brings two problems:
• The player model is invisible
• The player aim is 'fixed' to the camera directional axis, which includes the portal gun aim, making it completely useless. This image describes it.If possible, I want to find a way to either modify the camera to fix these problems (either through a script or console magic) or a method to bypass it. Using thirdperson overrides the point_viewcontrol and does not fix the aiming issue.
Any suggestions?
Hi there, first time posting on here but I'm experienced with mapping in TF2 in the past.
At the moment I'm trying to create a camera that can rotate around a cube-shaped map area that the player can navigate. Using point_viewcontrol mounted on a func_tracktrain along a circular path_track, I've managed to do this to get the camera moving, but it brings two problems:
• The player model is invisible
• The player aim is 'fixed' to the camera directional axis, which includes the portal gun aim, making it completely useless. This image describes it.
If possible, I want to find a way to either modify the camera to fix these problems (either through a script or console magic) or a method to bypass it. Using thirdperson overrides the point_viewcontrol and does not fix the aiming issue.
Any suggestions?
Quote from TeamSpen210 on June 19, 2014, 5:23 amPerhaps try using a point_viewproxy instead. It's used in the singleplayer intro cinematic to let the player collide with a simple, static nodrawed room whilst the complex model moves around and smashes into things. It might do what you want since it's designed to allow freeform movement.
With your actual map, I'd suggest using a different wall texture (you're using a weird effectively low-res version, there's others with more detail and slight stains etc.)
Perhaps try using a point_viewproxy instead. It's used in the singleplayer intro cinematic to let the player collide with a simple, static nodrawed room whilst the complex model moves around and smashes into things. It might do what you want since it's designed to allow freeform movement.
With your actual map, I'd suggest using a different wall texture (you're using a weird effectively low-res version, there's others with more detail and slight stains etc.)
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- Hammer Addons
Maps:
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Quote from Micnax on June 19, 2014, 12:38 pmI had a try with point_viewproxy but it's not really what I need, since the player needs to be in the same space as the play area for shooting portals and such. Good idea though.
And the textures are just thrown in there until I get the mechanics working properly
I had a try with point_viewproxy but it's not really what I need, since the player needs to be in the same space as the play area for shooting portals and such. Good idea though.
And the textures are just thrown in there until I get the mechanics working properly
Quote from FelixGriffin on June 19, 2014, 12:48 pmVehicle scripts, perhaps?
Vehicle scripts, perhaps?
Quote from Micnax on June 19, 2014, 2:02 pmJust tried a vehicle script with a vehicle_viewcontroller and it instantly crashed the map when I tried loading it... how strange. Damn
Just tried a vehicle script with a vehicle_viewcontroller and it instantly crashed the map when I tried loading it... how strange. Damn