• 3d2dcam not angled correctly?
    1 replies, posted
I've been working on 3d2d for entities just for some practice and i've reached a problem where my panel isnt facing the right way all the time Facing on a angle, working [IMG]http://i.imgur.com/zzFdXlr.png[/IMG] Facing straight at me, not working [IMG]http://i.imgur.com/GYCBm9A.png[/IMG] If you know how i can fix this please tell [LUA] function ENT:Draw() self:DrawModel() self:SetColor(Color(255, 255, 255, 255)) self:SetPos(self:GetPos(x),self:GetPos(y),self:GetPos(z)) local ply = LocalPlayer() local dist = (ply:GetShootPos() - self:GetPos()):Length() if (dist > 750) then return end local ang = (self:GetPos() - ply:GetShootPos()) local tr = util.GetPlayerTrace(ply, ang) local tr = util.TraceLine(tr) if (tr.Entity != self) and (tr.Entity:GetClass() != "ply") then return end local fix_angles = self:GetAngles() local fix_rotation = Vector(270, 90, -5) fix_angles:RotateAroundAxis(fix_angles:Right(), fix_rotation.x) fix_angles:RotateAroundAxis(fix_angles:Up(), fix_rotation.y) fix_angles:RotateAroundAxis(fix_angles:Forward(), fix_rotation.z) local target_pos = self:GetPos() + (Vector(10,8,3)) cam.Start3D2D(target_pos, fix_angles, 0.120) local t = {} t.start = ply:GetShootPos() t.endpos = ply:GetAimVector() * 32 + t.start t.filter = player local tr = util.TraceLine(t) local pos = self:WorldToLocal(tr.HitPos) surface.SetDrawColor(0, 200, 0, 255) surface.DrawRect(-71, -75, 165, 135) surface.SetDrawColor(0, 0, 0, 255) surface.DrawOutlinedRect(-71, -75, 165, 135) draw.SimpleText("Main Screen", "ChatFont", 0, -65, Color(27, 255, 129, 255), 1, 1) cam.End3D2D() end [/LUA]
you're adding the vector to the GetPos, so its different depending on the Pos of the entity
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