Now using LibEye to not only project the cursor position to get the correct direction for guns to shoot in, but also to project the position of the gun's muzzle.
This allows projectiles and beams to seem to actually come out of the barrel no matter the angle.
this could be used to visualize what autoaim is aiming at
or even
dual wielding, where one gun aims at the crosshair like normal, but the other aims at nearby enemies around it (and swap places depending if its left or right)
My pyro model, while still a mess of jammed together shapes (okay to be fair the original model is too..) with some really bad edge flow and topology, is actually looking fairly decent now. There's still some jank I'm not sure I can resolve with my inexperienced modeling skills.
However I have no idea how I'm going to make textures for this mess and how to unwrap it. heh
Ah, the elevator vid is making me lust after the idea of relative skyboxes in GZDoom again... It looks great as is but having that subtle motion might make it even cooler.
It's quite easy to script those, even with ACS. You just have to warp the skybox viewpoint camera along with the player. Or pan textures in the skybox room or whatever.
InsanityBringer wrote:Ah, the elevator vid is making me lust after the idea of relative skyboxes in GZDoom again... It looks great as is but having that subtle motion might make it even cooler.
kodi wrote:It's quite easy to script those, even with ACS. You just have to warp the skybox viewpoint camera along with the player. Or pan textures in the skybox room or whatever.
That's essentially how this is being done... The custom skybox viewpoint was modified from one that I built for Blade of Agony to allow exactly the effect you are describing.
Spoiler: Wall of text details...
The main skybox (blue fog area) uses a custom viewpoint actor that always moves in relation to the player on all axes. Movement is scaled so the whole giant skybox only takes up 256x256 units in the map - the viewpoint moves a very small amount compared to actual player movement, but you can definitely see the skybox contents move in relation to the player. The exterior elevator shaft decor is just a tall room with Line_Horizon walls (so you see the normal skybox outside of it). The elevator itself uses another custom viewpoint within the elevator shaft for its skybox.
My custom skybox viewpoint is set up to have a script-adjustable x/y/z offset, so when the player enters/leaves the elevator sector(s), the offset is set via ACS in order to hide skybox "jumps" when the player transitions across line portals. The z offset is used to fake the floor height change - the two "floors" are actually at the same z-height in the map; the two skybox viewpoints are the only things that move up and down.
jazzmaster9 wrote:
Hand Cannon, The starting weapon for the Alchemist set
That's pretty dope!
Would you like the hand cannon firing sound to be authentic? The shotgun sound in my Operation Body Count mod is the report of an old chinese hand cannon with a very nice boom. Hear it at 1:38 here: