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Setting eyeoffset for First Person view
Setting eyeoffset for First Person view
| Name: | M Mahmud Hasan | |
|---|---|---|
| Date Posted: | Oct 02, 2006 | |
| Rating: | 1.9 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for M Mahmud Hasan |
Blog post
I am writing this blog for my future references. I was getting hard time setting up a first person view of my player with SAM (Surface to Air Missile launcher).
I was totally confused with the eyeoffset values. After a long tweaking, I successfully got correct view.
Here goes my experiment:
The datablock ShapeBaseImageData contains the eyeoffset field that can be used to setting up the firstperson view of the weapon.
The syntax is as follows:
eyeOffset = "0.15 -0.5 -0.9";
The first element represents the sidewise movement of the weapon. That mean, making 0.0 will show the weapon in the middle of the player position. a negetive value will mmove it to left side and a positive value will move it to the right.
The second element represents the front and back positioning of the weapon. A positive value will take the weapon away from player where as the negetive value will bring it closer.
and the third element represents the vertical positioning of the weapon. A negetive value will make it lower where as the positive value will make the oposite.
I was totally confused with the eyeoffset values. After a long tweaking, I successfully got correct view.
Here goes my experiment:
The datablock ShapeBaseImageData contains the eyeoffset field that can be used to setting up the firstperson view of the weapon.
The syntax is as follows:
eyeOffset = "0.15 -0.5 -0.9";
The first element represents the sidewise movement of the weapon. That mean, making 0.0 will show the weapon in the middle of the player position. a negetive value will mmove it to left side and a positive value will move it to the right.
The second element represents the front and back positioning of the weapon. A positive value will take the weapon away from player where as the negetive value will bring it closer.
and the third element represents the vertical positioning of the weapon. A negetive value will make it lower where as the positive value will make the oposite.
Submit your own resources!| M Mahmud Hasan (Jan 21, 2007 at 11:36 GMT) |
Matt suggested me to add "shadowSphereAdjust = value" in the player datablock to resolve this problem. I'll try to use this solution and will post the result.
| Lee Latham (Mar 31, 2008 at 21:55 GMT) |
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1.9 out of 5


