Does anybody here know a thing or two about 2.5D mapping? I've seen it done before, including the camera following the player.
Any help would be appreciated.
I would try PMing Zavist. [url=http://facepunch.com/showthread.php?t=1311164&p=42336653&viewfull=1#post42336653]He made a pretty good 2.5D mod[/url].
Edit: Oh I also had a prototype L4D2 map for 2.5D if you want to take a look at what I did for that. Didn't really work out since it required sv_cheats to be on and there was the issue of binding over the users keys with no real way to set them back if they disconnected without finishing.
also ask J!m
i saw him trying to do a similar thing
Logic_auto to trigger a point_clientcommand with parameter "ent_fire CAMERANAME setparent !player",
Game_ui to set player controls to trigger for example a model animation
[URL="https://www.youtube.com/watch?v=oggxkwlJRPQ"]Example[/URL]
3 func_brush paranted to the player, Game_ui to set the alpha on PressedForward/UnPressedForward
and PressedAttack.
One thing about this is that it doesn't disable the mouse.
I'm sure there are other ways to do this but this is how i did it.
[QUOTE=wazanator;43057749]
Edit: Oh I also had a prototype L4D2 map for 2.5D[/QUOTE]
Any screens? Sounds interesting
[QUOTE=NotExactly;43061691]Any screens? Sounds interesting[/QUOTE]
It never got further then a test map I'm afraid as there was some big issues but here is a screen:
[t]http://i.imgur.com/mibTVm1.jpg[/t]
Basic idea was to use [url=https://developer.valvesoftware.com/wiki/Point_viewcontrol_survivor]point_viewcontrol_survivor[/url] parented to the player them self and have it set so it never left the camera view. However it lead to issues such as having to use point_clientcommand overwriting a users controls which meant that unless they finished the map they would be stuck with them. Getting the player to do a 180 degree turn was also a pain because the command that I was using that worked was labeled as a cheat. Then of course if a special infected grabbed you in a way that rotated you it meant you were stuck at that angle until you pressed a reset rotation key.
Mapping wise it meant if something was possible in blocking the players view you need to use nodraw or invisible on the back so they could see through which I'm sure would have lead to optimization issues down the road. You could do some neat stuff with it though like show things the player might not otherwise see.
Example:
[t]http://i.imgur.com/K3qhcaz.jpg[/t]
I did a similar thing before, but like wazanator said, the problem about moving in only one direction made me stop working on it.
I used a game_ui for the controls (moving, jumping and attacking, all direct to the player model), and a single camera to a rail, so the players would be always on screen. Then, I found that with a custom CFG config loaded on map load would allow me to go left. But of course, that leads to an important security problem online.
It seems so obvious the problem, yet hard to solve.
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