Title: [Cosmetic] eye tracking Post by: fromhell on May 05, 2014, 03:47:52 AM cosmetic (and unimportant)
eyes.cfg loaded by cgame, determines walleyes, and origins of both eyes renderer_oa would have new tcGen eyeleft tcGen eyeright for the model's eye origins and axis (and a focusing vector, most likely forward of player's view where the weapons shoot at) cgame would change the absolute head turning into eye turning, then treat the head like the head treated the torso before. game wouldn't know a thing about it, no additional network traffic necessary. This may or may not be done. But someday, with this theory, it could be done. </brainfart> Title: Re: [Cosmetic] eye tracking Post by: fromhell on May 05, 2014, 02:44:15 PM .......and done.
(http://leileilol.mancubus.net/models/sorceyes5.jpg) Title: Re: [Cosmetic] eye tracking Post by: Akom74 on May 05, 2014, 02:57:59 PM It's so good.
Wel done ;D Title: Re: [Cosmetic] eye tracking Post by: fromhell on May 06, 2014, 04:51:53 AM Videos
https://www.youtube.com/watch?v=sAL7tezqGos https://www.youtube.com/watch?v=x3q4DpsDDrk Title: Re: [Cosmetic] eye tracking Post by: asmanel on May 06, 2014, 06:36:51 AM Nice
Are the eyes movement only horizontal or also vertical ? Title: Re: [Cosmetic] eye tracking Post by: Gig on May 06, 2014, 06:38:25 AM Very nice... but is the "then treat the head like the head treated the torso before" part already implemented? The head seems to move too little... but maybe it's just an impression of mine...
Title: Re: [Cosmetic] eye tracking Post by: Akom74 on May 06, 2014, 08:35:17 AM You have done a very good job ;D
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