Third person crosshair/reticle
by genomegames · in Torque 3D Beginner · 04/04/2011 (12:41 pm) · 8 replies
Hello!
Does anybody release not shaking 3rd/1st Person Super Crosshair with Torque 3D?
I try to make third person crosshair but it is shaking and user cannot aim.
Does anybody release not shaking 3rd/1st Person Super Crosshair with Torque 3D?
I try to make third person crosshair but it is shaking and user cannot aim.
About the author
#2
As I say in private forum I think a parameter correctMuzzleVector corrects a position of a spawn projectiles from a weapon's muzzle point.
What world box do you say about? Is there a complete resource?
04/05/2011 (3:21 am)
Thank you for your reply!As I say in private forum I think a parameter correctMuzzleVector corrects a position of a spawn projectiles from a weapon's muzzle point.
What world box do you say about? Is there a complete resource?
#3
04/05/2011 (3:48 am)
Can I correct muzzle vector to correspond with the reticle position?
#4
04/05/2011 (6:41 am)
You have to avoid the animation based approach or you can use a node that is not animated. That way you will skip the shaking.
#5
04/05/2011 (11:25 am)
Do you say about a node as about a muzzle point? It is attached to weapon and shake everytime.
#6
04/05/2011 (9:01 pm)
I have solved this
#8
You can see what I tried to do in the private forum
04/06/2011 (11:15 am)
No, I used a standard reticle, I made it is visible in the third person mode and made modifications in WeaponImage::onFire method for projectiles fly out from a muzzle point to a reticleYou can see what I tried to do in the private forum
Torque Owner Ivan Mandzhukov
Liman3D
You have to use an another approach - calculate the crosshair position from the world box.This would require source code changes.