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Setting eyeoffset for First Person view

by M Mahmud Hasan · 10/02/2006 (2:13 pm) · 2 comments

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.

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#1
01/21/2007 (3:36 am)
I had a problem with the Shadow when I ported the starter.fps found in the forum to TSE_MS4. The Shadow was chopped up in the side. I could not figure out the problem.

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.
#2
03/31/2008 (2:55 pm)
Thanks for this!