Voxels for hud - is it possible?

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Demolisher
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Re: Voxels for hud - is it possible?

Post by Demolisher »

There's ways you can avoid the turning choppiness
mallo
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Re: Voxels for hud - is it possible?

Post by mallo »

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)
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Re: Voxels for hud - is it possible?

Post by Demolisher »

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?

Post by NeuralStunner »

Demolisher wrote:ThrustThing/A_Recoil
[wiki=A_ChangeVelocity]Why are people even still using that?[/wiki] :?
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Re: Voxels for hud - is it possible?

Post by mallo »

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.
I meant, when actor attacks it turns to player. Is there a way to prevent that? (Flembrane)
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Re: Voxels for hud - is it possible?

Post by Xaser »

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?

Post by Demolisher »

NeuralStunner wrote:
Demolisher wrote:ThrustThing/A_Recoil
[wiki=A_ChangeVelocity]Why are people even still using that?[/wiki] :?
Dammit. Lemme go edit my follow code... :oops:
mallo wrote:I meant, when actor attacks it turns to player. Is there a way to prevent that? (Flembrane)
A_FaceTarget's first parameter is an angle, so you can call

Code: Select all

TNT1 AAAAA 1 A_FaceTarget(15)
instead of

Code: Select all

TNT1 A 5 A_FaceTarget
for smoother turning, you just should loop it, and add a check so the enemy does not fire prior to looking at the player.

Note: Disables the blursphere random attack spray
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Re: Voxels for hud - is it possible?

Post by StrikerMan780 »

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?

Post by Gez »

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?

Post by Hellser »

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?
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?)
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Re: Voxels for hud - is it possible?

Post by Gez »

ZDoom does use [wiki]Direct3D[/wiki] when possible.
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Re: Voxels for hud - is it possible?

Post by Hellser »

Gez wrote:ZDoom does use [wiki]Direct3D[/wiki] when possible.
Thanks for the clearing up there, Gez.
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Re: Voxels for hud - is it possible?

Post by conradrdw »

mallo wrote:
conradrdw wrote:I make all the objects in my project voxels.
Even monsters?
Voxel monsters look crappy when they change direction. :?
Crappy? I think not. I allready tested it and working on it. But creepy... May be)

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?

Post by TheMightyHeracross »

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.
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.
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?

Post by Snarboo »

TheMightyHeracross wrote:2.) You do not need this feature, it is not a necessary feature for modding.
This argument could be made for a lot of the aesthetic features found in ZDoom and GZDoom, though.
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