Game Development Community

reticle in 3rd person camera view

by genomegames · in Torque 3D Professional · 04/04/2011 (1:12 pm) · 9 replies

Hello everybody!
How to release a crosshair reticle in the third person camera view?
I made this from "Melee, Super Crosshair and Realistic FPS port for T3D 1.0" (http://www.garagegames.com/community/resources/view/19509/) but it is shaking and an user cannot to aim. I try to made this from old resources which were built for TGE but they are shaking too.
I think that there is no this method.
My thoughts: a projectile exits from a weapon's muzzle point and fly for muzzle vector. If I'm in the first person mode then a reticle stands on the end of a muzzle vector. Yes, I know a vector is unlimit ). And when I'm in third person mode a vector of muzzle is hard to calculate.
Point me in right direction. Maybe I didn't find right resources.
Thank you for your time

#1
04/04/2011 (4:21 pm)
How to make projectiles shoot to reticle?
#2
04/04/2011 (4:40 pm)
in first person use

correctmuzzlevector = true
in the weapon datablock

but I dont think this works in third person though :(
because its getting the aim from the eyenode and not the camera pos i think

can anyone else confirm this ?
#3
04/04/2011 (4:50 pm)
it works in third mode: parameter correctMuzzleVector corrects spawn projectiles from a muzzle point, if you set correctMuzzleVector to false then projectiles spawn for offset from mountPoint;
I need a reticle that accurate rendered in the third mode cursor and isn't shaking;
I think about a cod that correct muzzle point to correspond with reticle position
#4
04/05/2011 (9:58 am)
if I rename cam to eye a weapon shoots to reticle but I have not correct camera: it rotates around own center as in eye mode
#5
04/05/2011 (11:23 am)
Hi i think we are talking about the same thing (your english is a little hard to understand)

one trick you can do is move the eye node to the position of the cam node and / or parent it to the base of the model

the shaking may be because the animations of the model are moving the camera the base node of the model is less shaky

but this will cause problems if the eye node goes into a wall

i havent used the resource youve added so their may be something in that which does what you need perhaps try posting on the resource page



#6
04/05/2011 (12:19 pm)
Sorry for my bad english, I didn't sleep last two days.
I have tried to reposition eye node instead cam node and a weapon shoots well: projectiles fly out to reticle but a camera works bad: it rotates around own center, like in the first person camera mode.
I need an accurate rendered reticle (position is correspond to muzzle point) in the third person camera mode and projectiles should fly to it.
#7
04/05/2011 (9:03 pm)
Okay, the task is completed
#8
04/09/2011 (10:16 am)
Hi Genome

so out of interest how did you resolve it ?
#9
04/09/2011 (11:16 am)
I used a standard reticle, made this visible in the third person mode, this is good for me because it is in the center of the screen every time and not shaking therefore a user can target easy. Next I modified WeaponImage::onFire method in order to projectiles fly out from a muzzle point to a reticle. As a result I have a good-looking shooting.