Point_viewcontrol standing up help
Posted Jan 13, 2008
Ok, if you've actually read past the subject line, it means that you care!
So, in the beggining of Portal, and lots of source-y stuff, the camera entity, point_viewcontrol moves along a path making it seem like the player is getting off of the ground or a bed. I've tryed to do this, with a func_tracktrain and a pont_viewcontrol (which is parented to the tracktrain,) to go along a curve. I've set the tracktrain to change angles near path tracks, and the path_tracks are let to the angles that i want. So, the camera and tracktrain move along the the path, but they don't change angles. So you pretty much move up, and over, but you stay looking up. It's a slight bummer. Any fixes?
So, in the beggining of Portal, and lots of source-y stuff, the camera entity, point_viewcontrol moves along a path making it seem like the player is getting off of the ground or a bed. I've tryed to do this, with a func_tracktrain and a pont_viewcontrol (which is parented to the tracktrain,) to go along a curve. I've set the tracktrain to change angles near path tracks, and the path_tracks are let to the angles that i want. So, the camera and tracktrain move along the the path, but they don't change angles. So you pretty much move up, and over, but you stay looking up. It's a slight bummer. Any fixes?
Thanks,
-DvlStx
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Posted Jan 14, 2008
Replied
7 hours
later
Hmm... maybe a func_rotating or something?
Dunno if it was called func_rotating, but there is some func that can rotate things around their origin...
Posted Jan 14, 2008
Replied
10 hours
later
It's about parenting the viewcontrol on the attachement of a special model used with a prop_dynamic, named "blackin" or "blackout", I don't remember.
You should check for tutorials on the net, I think you won't find the case of the bed in Portal but the equivalent of Alyx waking you up or just after Dr Breen toss you with the gravity gun, which is the same mechanic.
Posted Jan 14, 2008
Replied
6 minutes
later
Ah yes... frikking Breen abusing the frikking Gravity Gun... he even holds it upside-down... (check it out, he really does)
Posted Jan 14, 2008
Replied
1 hour
later
Ok... How can I find the attachment points for the model? Faceposer is broke for me, and valve wont get their heads out of their asses long enough to fix it! (the dreaded Shaderapidx9.dll...) So could someone please tell my the correct attachment point for the blackin model?
Posted Jan 14, 2008
Replied
1 hour
later
The tutorial for the bed is right here -
http://www.halfwit-2.com/?page=tutorial ... ab29e4aba3
&&
Posted Jan 14, 2008
Replied
30 minutes
later
E1025 wrote:
The tutorial for the bed is right here
Beat me to the chase.
Posted Jan 14, 2008
Replied
1 hour
later
Oh, you silly chase beater.
Unfortunatly, this doesn't help me. (well, ok. It does, and doesn't.) See, You get up off of the floor of the elevator in my map. So if anyone knows what the prop_dynamic is for the alyx helping you off of the floor then please, let me know! Otherwise, I'm back at square 1...
Unfortunatly, this doesn't help me. (well, ok. It does, and doesn't.) See, You get up off of the floor of the elevator in my map. So if anyone knows what the prop_dynamic is for the alyx helping you off of the floor then please, let me know! Otherwise, I'm back at square 1...
Thanks for your help so far, i appreciate it! really!
Posted Jan 14, 2008
Replied
37 minutes
later
Follow that tutorial and ignore the part where it says to create a bed. Just do the blackin model part and the rest of the setup for that.
Posted Jan 14, 2008
Replied
1 hour
later
mmkay... Thanks. I'll try it in the morning, and report my results then!
Thanks,
Dvlstx
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Posted Jan 15, 2008
Replied
21 hours
later
! It worked, and they actually have a tutorial for being helped up, (uses the blackout model, portal's bed uses the blackin model.)
Thanks for your help, my map starts wonderfully well now!