by Cherno » Wed Jul 04, 2018 7:55 am
I would like get some info about how to render HUD weapons (viewmodels).
I have all assets I need, including the weapon / arms/hands model, rigged, animated, lighting set up, camera and so on.
What I am not sure about is:
How to position the model in the lower right corner of the camera viewport so that it has the correct angle. I assume that most angled weapons in Doom have a diagonal angle, coming into view in the lower right corner or near it, and pointing towards the crosshair/middle of the screen. In a square viewport, this is easy, but with modern 16:9 etc. screen in GZDoom, it seems to be more complicated. What dimensions should the rendered image have? For vanilla Doom, it's 320*240 or 320*200, right? That results in the weapon being cut off on the right border, which causes problems with wider screens. Also, what fov should the camera use? It's currently set to 90 degrees.
I would like get some info about how to render HUD weapons (viewmodels).
I have all assets I need, including the weapon / arms/hands model, rigged, animated, lighting set up, camera and so on.
What I am not sure about is:
How to position the model in the lower right corner of the camera viewport so that it has the correct angle. I assume that most angled weapons in Doom have a diagonal angle, coming into view in the lower right corner or near it, and pointing towards the crosshair/middle of the screen. In a square viewport, this is easy, but with modern 16:9 etc. screen in GZDoom, it seems to be more complicated. What dimensions should the rendered image have? For vanilla Doom, it's 320*240 or 320*200, right? That results in the weapon being cut off on the right border, which causes problems with wider screens. Also, what fov should the camera use? It's currently set to 90 degrees.