New Horizon on 24/9/2009 at 12:44
Why are you even trying to support 3rd person? It has no place in a thief game. Disable it completely, and focus on getting the water working. Forget third person.
massimilianogoi on 24/9/2009 at 13:04
Because some people requested it, and I don't wanna them to disagree.
Judith on 24/9/2009 at 13:08
Like NH said, there's no sense for 3rd person, at least not in water, the first and the main reason is that there are no swimming animations for Garrett. There's no problem with enabling and disabling the 3rd person view, you just use "send a camera command" script with lockfirstperson and when the volume is exited - unlockfirstperson. You add and remove inventory so the player cannot use bow underwater. Emitter would be good in case of blizzard but in water classic fog + changing fov + screen tinting is better.
New Horizon on 24/9/2009 at 13:44
Quote Posted by massimilianogoi
Because some people requested it, and I don't wanna them to disagree.
lol Maybe they should find a way to make it work themselves, huh?
So what if they requested it. If it's not a workable solution given the tools you have to work with, tell them so and move on. Unless they're paying you to pound your head against a wall, you don't have to do what they ask. Listen to Judith, he speaks the truth.
ascottk on 24/9/2009 at 16:18
What I did years ago is to briefly make Garrett's vision go completely white as he transitioned from the land to water & vise-versa so you add additional actions to the script like activating screen tinting to white then from white to underwater vision. That way, as he mantles, you can cover up any discrepancies.
massimilianogoi on 24/9/2009 at 18:07
Quote Posted by Judith
There's no problem with enabling and disabling the 3rd person view, you just use "send a camera command" script with lockfirstperson and when the volume is exited - unlockfirstperson.
That's what I tried, but when you go out of the water, then there is the excepion I mentioned before.
We can solve this matter of having a 3D emitter?
ascottk on 24/9/2009 at 18:28
Quote Posted by massimilianogoi
That's what I tried, but when you go out of the water, then there is the excepion I mentioned before.
We can solve this matter of having a 3D emitter?
For crying out loud do it yourself! You'd have to go through all of the steps to create the emitter anyway :erg:
Here's an idea though, attach the emitter to the front of the camera when player enters the volume.
massimilianogoi on 24/9/2009 at 19:39
But like this we could have the exception near to the one mentioned before: the player is out of the volume, while the camera is inside (bottom view).
Judith on 24/9/2009 at 19:52
Quote Posted by massimilianogoi
That's what I tried, but when you go out of the water, then there is the excepion I mentioned before.
We can solve this matter of having a 3D emitter?
Hmm, isn't something wrong on your end then? Why don't you use devs' scripts in the
CameraFunctions section, which are responsible for locking/unlocking the first person view? It works fine for me, every time I use them in the volume. It makes it all much more simple. You can always make the volume a bit higher or lower than the actual water plane mesh to adjust it.
Besides, what's the purpose of Garrett being seen in the water, moving his legs like during the walk? Correct me if I'm wrong but we cannot add or change his animations, so it will look awful :(
New Horizon on 24/9/2009 at 21:22
No offence mass, but sometimes you are either very stubborn or just thick headed. Listen to Judih.