<div class="IPBDescription">Say it aint so</div> Whenever I'm a marine, I get the feeling that I'm about 4 feet tall. The point of view is set way too low. (Just look at surrounding marines; you're at about their chest level.)
Perfect for 12 year old tho <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Engine issue. Your bullets are fired from gun level somewhere near your stomach, and the way most FPS work your camera is positioned just behind there so it looks smooth from a first person and third person perspective. Unfortunately what you get is staring straight ahead and having your crosshairs over someone's groin, or looking up at a platform to see nothing, even though there is someone up top who can see your head and promptly kills you.
I don't know why every FPS to my knowledge does this, but it's sure annoying. Hopefully as engines get better and the drive for realism becomes larger some coders will find a way around this. I imagine it would be sort of like a bubble-turret perspective, where the world is perceived as fishlensed, even though your view is not. What this means is, turning your mouse at a constant speed, instead of your crosshairs moving at a speed equivalent to that, it will accelerate and decelerate on a vertical plane to compensate for the view being in your head instead of on top of the gun.
Or, you know, guns could be modeled as held to the character's face and the bullets then fly out of -that- instead of your kneecaps.
They changed the FOV in CS:S recently, so the Hostages are no longer towering giants. So Source doesnt seem to suffer from this. Yes, its kind of weird getting heavy armour, and having to look up at other heavy armour marines because you're still really short.
I dunno if it's engine related. I think it can be done in the HL1 engine; I remember an issue awhile back in DoD, where they were changing it from the head to the neck to the chest and back in beta stages, but they had a reason to have it lower than the head and they did it on purpose. The issue had to do with "helmet-camming" vs thinking you have cover when you don't. With only one team using hitscan weapons, thsi is not an issue in NS and the pov can be set at the head.
<!--QuoteBegin-Yash+Feb 28 2005, 07:36 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Yash @ Feb 28 2005, 07:36 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I wish all the POVs were changed. But that's just my opinion. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> All the alien lifeforms have slightly different peripheral vision, that's a start <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Just image if the skulks all had 200 vision? would be amazing.
I don't know how easy it would be to hack that into halflife, as without it anything over 120 becomes bad.
fov 120 would be good for skulks/lerks though <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
*misses fov 120 from his TFC days*
Or perhaps as a sensory upgrade? instead of..focus perhaps?
Would be awsome as a lerk, would make up for the lack of strafing in the new flight model a bit.
<!--QuoteBegin-Rushakra+Mar 1 2005, 10:36 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rushakra @ Mar 1 2005, 10:36 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Engine issue. Your bullets are fired from gun level somewhere near your stomach, and the way most FPS work your camera is positioned just behind there so it looks smooth from a first person and third person perspective. Unfortunately what you get is staring straight ahead and having your crosshairs over someone's groin, or looking up at a platform to see nothing, even though there is someone up top who can see your head and promptly kills you.
I don't know why every FPS to my knowledge does this, but it's sure annoying. Hopefully as engines get better and the drive for realism becomes larger some coders will find a way around this. I imagine it would be sort of like a bubble-turret perspective, where the world is perceived as fishlensed, even though your view is not. What this means is, turning your mouse at a constant speed, instead of your crosshairs moving at a speed equivalent to that, it will accelerate and decelerate on a vertical plane to compensate for the view being in your head instead of on top of the gun.
Or, you know, guns could be modeled as held to the character's face and the bullets then fly out of -that- instead of your kneecaps. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> It's really not that hard to put the camera somewhere other than where the gun is. You have a look vector and an up vector for the player... just move the camera along the up vector and make the target for the camera the position of the player plus a big number times the look vector. I've actually coded this and it looks and plays fine.
And by the way, you don't need a bubble-turret perspective to do this. If you've played Riddick or Theif 3, you can see your own body in first-person mode so you can be sure your view isn't at gun-level.
<!--QuoteBegin-Supernorn+Mar 1 2005, 01:59 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Supernorn @ Mar 1 2005, 01:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> They changed the FOV in CS:S recently, so the Hostages are no longer towering giants. So Source doesnt seem to suffer from this. Yes, its kind of weird getting heavy armour, and having to look up at other heavy armour marines because you're still really short. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> It is definatly possible in HL aswell. I remember when CS lowered their height of view in one of the betas (i think it was 6 or 7) and furthermore NS already changed the height of view for all alien lifeforms. So it would definatly rock to have a slightly higher marine pov and an even higher one once you wear heavy armor.
Just image if the skulks all had 200 vision? would be amazing.
I don't know how easy it would be to hack that into halflife, as without it anything over 120 becomes bad.
fov 120 would be good for skulks/lerks though <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
*misses fov 120 from his TFC days*
Or perhaps as a sensory upgrade? instead of..focus perhaps?
Would be awsome as a lerk, would make up for the lack of strafing in the new flight model a bit. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I actully belive that the skulk now has a little bit of that. Not much though, but enough to screw my eyes over the first time I saw it. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Comments
Perfect for 12 year old tho <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
I don't know why every FPS to my knowledge does this, but it's sure annoying. Hopefully as engines get better and the drive for realism becomes larger some coders will find a way around this. I imagine it would be sort of like a bubble-turret perspective, where the world is perceived as fishlensed, even though your view is not. What this means is, turning your mouse at a constant speed, instead of your crosshairs moving at a speed equivalent to that, it will accelerate and decelerate on a vertical plane to compensate for the view being in your head instead of on top of the gun.
Or, you know, guns could be modeled as held to the character's face and the bullets then fly out of -that- instead of your kneecaps.
All the alien lifeforms have slightly different peripheral vision, that's a start <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
<a href='http://wouter.fov120.com/gfxengine/fisheyequake/' target='_blank'>http://wouter.fov120.com/gfxengine/fisheyequake/</a>
Just image if the skulks all had 200 vision? would be amazing.
I don't know how easy it would be to hack that into halflife, as without it anything over 120 becomes bad.
fov 120 would be good for skulks/lerks though <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
*misses fov 120 from his TFC days*
Or perhaps as a sensory upgrade? instead of..focus perhaps?
Would be awsome as a lerk, would make up for the lack of strafing in the new flight model a bit.
I don't know why every FPS to my knowledge does this, but it's sure annoying. Hopefully as engines get better and the drive for realism becomes larger some coders will find a way around this. I imagine it would be sort of like a bubble-turret perspective, where the world is perceived as fishlensed, even though your view is not. What this means is, turning your mouse at a constant speed, instead of your crosshairs moving at a speed equivalent to that, it will accelerate and decelerate on a vertical plane to compensate for the view being in your head instead of on top of the gun.
Or, you know, guns could be modeled as held to the character's face and the bullets then fly out of -that- instead of your kneecaps. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
It's really not that hard to put the camera somewhere other than where the gun is. You have a look vector and an up vector for the player... just move the camera along the up vector and make the target for the camera the position of the player plus a big number times the look vector. I've actually coded this and it looks and plays fine.
And by the way, you don't need a bubble-turret perspective to do this. If you've played Riddick or Theif 3, you can see your own body in first-person mode so you can be sure your view isn't at gun-level.
It is definatly possible in HL aswell. I remember when CS lowered their height of view in one of the betas (i think it was 6 or 7) and furthermore NS already changed the height of view for all alien lifeforms.
So it would definatly rock to have a slightly higher marine pov and an even higher one once you wear heavy armor.
<a href='http://wouter.fov120.com/gfxengine/fisheyequake/' target='_blank'>http://wouter.fov120.com/gfxengine/fisheyequake/</a>
Just image if the skulks all had 200 vision? would be amazing.
I don't know how easy it would be to hack that into halflife, as without it anything over 120 becomes bad.
fov 120 would be good for skulks/lerks though <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
*misses fov 120 from his TFC days*
Or perhaps as a sensory upgrade? instead of..focus perhaps?
Would be awsome as a lerk, would make up for the lack of strafing in the new flight model a bit. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I actully belive that the skulk now has a little bit of that. Not much though, but enough to screw my eyes over the first time I saw it. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->