Camera angle changing with model change

CygoneCygone Join Date: 2011-05-29 Member: 101528Members
When a skulk moves onto a wall the camera angle does not change, could it be done so that the camera changes as the model of the skulk changes its plane?

i dont really know how to explain it!

Comments

  • FloodinatorFloodinator [HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
    I saw an option in the Menumod something like disable skulk tilt view.
    I have no idea what it does maybe it is what you are looking for?
  • SmasherSmasher Join Date: 2005-03-06 Member: 43732Members
    Why would you want to change it? It's perfect as it is now (and as it always have been) imo
  • CygoneCygone Join Date: 2011-05-29 Member: 101528Members
    I dont necessarily want to change it, but would it be cool in the camera rotated when you ran on walls ? I dont know, how about we test it and go from thier. I think it prolly make us all feel really really sick, but you dont know untill you try.

    Just because something has always been a way, dont mean it cant change. Things that dont change die. Prolly way NS2 is not a port of NS1
  • SmasherSmasher Join Date: 2005-03-06 Member: 43732Members
    edited October 2011
    Wasn't AvP that way?

    Also, I believe they already had that argument a few years back, leading to the decision of keeping the NS1 style with a non-rotating view, which I support with 100%.
  • TwiggehTwiggeh Join Date: 2010-09-24 Member: 74165Members
    <!--quoteo(post=1879522:date=Oct 12 2011, 03:25 PM:name=Smasher)--><div class='quotetop'>QUOTE (Smasher @ Oct 12 2011, 03:25 PM) <a href="index.php?act=findpost&pid=1879522"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Wasn't AvP that way?

    Also, I believe they already had that argument a few years back, leading to the decision of keeping the NS1 style with a non-rotating view, which I support with 100%.<!--QuoteEnd--></div><!--QuoteEEnd-->


    Yeah, avp was like that and imho it just made it harder to navigate.. This implementation is much better from a gameplay perspective.
  • SmasherSmasher Join Date: 2005-03-06 Member: 43732Members
    <!--quoteo(post=1879530:date=Oct 12 2011, 11:09 AM:name=Twiggeh)--><div class='quotetop'>QUOTE (Twiggeh @ Oct 12 2011, 11:09 AM) <a href="index.php?act=findpost&pid=1879530"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah, avp was like that and imho it just made it harder to navigate.. This implementation is much better from a gameplay perspective.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Agreed
  • AlchemdaAlchemda Join Date: 2004-02-01 Member: 25942Members
    I played alien in AVP and it was the most difficult jarring thing in the game. It was just NOT playable in any competitive fashion save for intense training to get used to whats up is down whats down is up.

    I'm SO glad that they kept it like NS1. Its much easier on the brain.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    AvP wall rotation! WE MEET AGAIN! :P
  • Heroman117Heroman117 Join Date: 2010-07-28 Member: 73268Members
    <center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/70uW9vmfQkU&feature"></param><embed src="http://www.youtube.com/v/70uW9vmfQkU&feature" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>

    This video shows they already experimented with shifting camera angles as skulks walking along walls, but playtesters generally found it disorientating and nausea inducing.

    I don't think it really has a place in the game anyway, and while it may have a slight atmospheric effect, i imagine it would get annoying rather quickly, im glad they just stuck with what they have now.
  • HakujinHakujin Join Date: 2003-05-09 Member: 16157Members, Constellation
    I never understood why they won't let this just be a client-side option and put this issue to bed once and for all.
  • CygoneCygone Join Date: 2011-05-29 Member: 101528Members
    <!--quoteo(post=1879887:date=Oct 14 2011, 02:37 PM:name=Hakujin)--><div class='quotetop'>QUOTE (Hakujin @ Oct 14 2011, 02:37 PM) <a href="index.php?act=findpost&pid=1879887"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I never understood why they won't let this just be a client-side option and put this issue to bed once and for all.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Sounds like a good middle ground
  • sumguy720sumguy720 Join Date: 2011-02-09 Member: 81101Members
    <!--quoteo(post=1879747:date=Oct 13 2011, 07:23 PM:name=Heroman117)--><div class='quotetop'>QUOTE (Heroman117 @ Oct 13 2011, 07:23 PM) <a href="index.php?act=findpost&pid=1879747"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->playtesters generally found it disorientating and nausea inducing.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I feel like they implemented it poorly and then everyone concluded that it was a bad idea.
    If I wanted to I could make vanilla camera views disorienting and nausea inducing through bad implementation.

    I don't mean to beat a dead horse but I think I speak for more than myself when I say that I feel cheated because I can imagine this working very well, and the way they've done it in the video doesn't fit with what I imagined at all.

    They just have to convolute the normal maps beneath the playermodel with a gaussian curve such that the code sees a 'blurry' normal map. That eliminates the crazy view changes on uneven terrain. Then you only get view changes on large objects like walls and ceilings rather than feeling every wire like in a car with no suspension.
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