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Re: Need help for convincing player walk, camera bob
[Re: Rockfleet]
#395108
02/19/12 21:48
02/19/12 21:48
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Joined: Jan 2012
Posts: 55
kmega99
Junior Member
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Junior Member
Joined: Jan 2012
Posts: 55
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Even though I'm still new , I can offer advice on how I would do it. For different terrain detection, I would try creating invisible low polygon entities over different terrain that will control camera shake movement variables, walking speed vars & sound upon collision or detection.
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Re: Need help for convincing player walk, camera bob
[Re: Rockfleet]
#395135
02/20/12 04:07
02/20/12 04:07
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Joined: May 2009
Posts: 1,816 at my pc (duh)
darkinferno
Serious User
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Serious User
Joined: May 2009
Posts: 1,816
at my pc (duh)
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I dont suggest models, you can use look at pixel_for_bmap, with it, you could use an additional surface texture/mask for your terrains, then with calculations, find the position on that mask that the player would fall, that returns the pixel color, then use that to determine what effects you want, with this you pretty much unlimited control over as many terrain surfaces as you want I think theres an include file called terrain.c or something similar in which you can find the functions for getting the position the player is in relation to the mask
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