Voxels for hud - is it possible?
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Re: Voxels for hud - is it possible?
There's ways you can avoid the turning choppiness
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Re: Voxels for hud - is it possible?
How?
Also, is there a way to make the voxel NOT turn, even though technically the enemy will? (So he can target player without looking at it)
Also, is there a way to make the voxel NOT turn, even though technically the enemy will? (So he can target player without looking at it)
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Re: Voxels for hud - is it possible?
A_FaceTarget only turns the actor, it doesn't target it. If you do a movement system that uses ThrustThing/A_Recoil and A_SetAngle you can have smooth movement and turning, but it takes a bit of work to get it to work nicely.
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Re: Voxels for hud - is it possible?
[wiki=A_ChangeVelocity]Why are people even still using that?[/wiki]Demolisher wrote:ThrustThing/A_Recoil
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Re: Voxels for hud - is it possible?
I meant, when actor attacks it turns to player. Is there a way to prevent that? (Flembrane)Demolisher wrote:A_FaceTarget only turns the actor, it doesn't target it. If you do a movement system that uses ThrustThing/A_Recoil and A_SetAngle you can have smooth movement and turning, but it takes a bit of work to get it to work nicely.
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Re: Voxels for hud - is it possible?
At this point, you're best off suggesting a NOROTATE flag for voxels (in a separate thread of course) for that particular case.
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Re: Voxels for hud - is it possible?
Dammit. Lemme go edit my follow code...NeuralStunner wrote:[wiki=A_ChangeVelocity]Why are people even still using that?[/wiki]Demolisher wrote:ThrustThing/A_Recoil
A_FaceTarget's first parameter is an angle, so you can callmallo wrote:I meant, when actor attacks it turns to player. Is there a way to prevent that? (Flembrane)
Code: Select all
TNT1 AAAAA 1 A_FaceTarget(15)
Code: Select all
TNT1 A 5 A_FaceTarget
Note: Disables the blursphere random attack spray
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Re: Voxels for hud - is it possible?
In regards to the HUD/View Voxels, It would look better if Weapon Drift were a possible feature to add.
Out of curiosity, doesn't most of the HUD stuff use Direct3D Now? (At least on the windows platform.) If that were the case, would 3D Viewmodels be much of a longshot?
Out of curiosity, doesn't most of the HUD stuff use Direct3D Now? (At least on the windows platform.) If that were the case, would 3D Viewmodels be much of a longshot?
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Re: Voxels for hud - is it possible?
Regardless of what is used to render the HUD, it is still a 2D display.
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Re: Voxels for hud - is it possible?
I'm pretty sure DirectDraw handles it for Windows Platforms. Linux (haven't thought about that one!) and other platforms have to use the other rendering method. (SDL wasn't it?)StrikerMan780 wrote:In regards to the HUD/View Voxels, It would look better if Weapon Drift were a possible feature to add.
Out of curiosity, doesn't most of the HUD stuff use Direct3D Now? (At least on the windows platform.) If that were the case, would 3D Viewmodels be much of a longshot?
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Re: Voxels for hud - is it possible?
ZDoom does use [wiki]Direct3D[/wiki] when possible.
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Re: Voxels for hud - is it possible?
Thanks for the clearing up there, Gez.Gez wrote:ZDoom does use [wiki]Direct3D[/wiki] when possible.
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Re: Voxels for hud - is it possible?
Crappy? I think not. I allready tested it and working on it. But creepy... May be)mallo wrote:Even monsters?conradrdw wrote:I make all the objects in my project voxels.
Voxel monsters look crappy when they change direction.
The question is still actual - why not voxels in hud? If hud bobs - voxel moves, so we have the perspective wiev of voxel model. i use left/right handed huds. I need this feature or you will see epileptical jumping of faked hud at the finish of project.
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Re: Voxels for hud - is it possible?
1.) No, it's probably like a 3D model in that we don't see the sides when it bobs, it faces us the same way all the time.conradrd wrote: If hud bobs - voxel moves, so we have the perspective wiev of voxel model. i use left/right handed huds. I need this feature or you will see epileptical jumping of faked hud at the finish of project.
2.) You do not need this feature, it is not a necessary feature for modding.
3.) Just use sprites for the HUD, voxels are basically 3D pixels, so it's not like they clash.
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Re: Voxels for hud - is it possible?
This argument could be made for a lot of the aesthetic features found in ZDoom and GZDoom, though.TheMightyHeracross wrote:2.) You do not need this feature, it is not a necessary feature for modding.