point_viewproxy upside down
Quote from Rockroot on February 17, 2012, 4:41 pmHey guys,
first things first: Thank you for your great help I received by reading your answers in threads of others.
I did what you guys suggested and built a point_viewproxy with a func_tracktrain as Proxy following several path_track's through a vent.
I'm having problems with the rotation of the players view: I want him to be able to look arround while being flushed through the vent, so he can look at the 'Mighty Potato' (which is my alternate GLaDOS) in a 3D Skybox arround the vent.
But as soon as I set the point_viewproxy's "Ease Angle To Camera" to 'No' the player seems to fly through the vent "upside down" like he's having his feet in the air.
It works perfectly with "Ease Angle To Camera" set to 'Yes'. (only that I cannot look arround)
Further explanation on the path_track-route:
[spoiler]Players view fades to white, snaps to the viewproxy, starts to move (up) and defades.First he gets sucked upwards from some sort of magnetic power, floor opens to reveal the vent, and the player gets "flushed away".
In Short: Up - Down - To the Right[/spoiler]
Any suggestions?
Hey guys,
first things first: Thank you for your great help I received by reading your answers in threads of others.
I did what you guys suggested and built a point_viewproxy with a func_tracktrain as Proxy following several path_track's through a vent.
I'm having problems with the rotation of the players view: I want him to be able to look arround while being flushed through the vent, so he can look at the 'Mighty Potato' (which is my alternate GLaDOS) in a 3D Skybox arround the vent.
But as soon as I set the point_viewproxy's "Ease Angle To Camera" to 'No' the player seems to fly through the vent "upside down" like he's having his feet in the air.
It works perfectly with "Ease Angle To Camera" set to 'Yes'. (only that I cannot look arround)
Further explanation on the path_track-route:
First he gets sucked upwards from some sort of magnetic power, floor opens to reveal the vent, and the player gets "flushed away".
In Short: Up - Down - To the Right
Any suggestions?

Quote from ChickenMobile on February 17, 2012, 7:59 pmHow the hell did it go upside-down? I've tried to make the camera appear upside down to no avail.
To fix your problem:
Check that your proxy entity is the func_tracktrain, that the Ease Angles To Camera value is set to No, change Offset Type to Snap To Camera and...
NEVER EVER set the viewproxy's parent. [spoiler]This will make the camera trip out spectacularly.[/spoiler]
If that isn't working, try looking at your proxy entity (func_tracktrain) and see if it is following the paths the correct way up.
How the hell did it go upside-down? I've tried to make the camera appear upside down to no avail.
To fix your problem:
Check that your proxy entity is the func_tracktrain, that the Ease Angles To Camera value is set to No, change Offset Type to Snap To Camera and...
NEVER EVER set the viewproxy's parent.
If that isn't working, try looking at your proxy entity (func_tracktrain) and see if it is following the paths the correct way up.
Quote from Rockroot on February 17, 2012, 11:44 pm*proxy entity is the func_tracktrain - check!
*Ease Angles To Camera value is set to No - check! (turns the camera upside down, if not set Yes)
*Offset Type: Snap To Camera - check!
*proxy's parent -> nothing in there - check!Actually, i didn't change anything yet. Those are the settings i used.
I used an example vmf by Robdon [spoiler](Thanks! You are great!)[/spoiler] he provided in the thread named "Pneumatic diversity vents, player gets stuck". (Sorry, I have no idea how i can link this directly in this forum).
I will now try to give my func_tracktrain a visible texture and let the viewproxy not be animated, to see, if it actually goes the right way. (But i doubt that this will lead me anywhere, considering that everything works totally fine when Ease Angles To Camera is set 'Yes'.
I'll try to make some footage of the problem and upload it somewhere.
Thanks in advance for your patience.
*proxy entity is the func_tracktrain - check!
*Ease Angles To Camera value is set to No - check! (turns the camera upside down, if not set Yes)
*Offset Type: Snap To Camera - check!
*proxy's parent -> nothing in there - check!
Actually, i didn't change anything yet. Those are the settings i used.
I used an example vmf by Robdon
I will now try to give my func_tracktrain a visible texture and let the viewproxy not be animated, to see, if it actually goes the right way. (But i doubt that this will lead me anywhere, considering that everything works totally fine when Ease Angles To Camera is set 'Yes'.
I'll try to make some footage of the problem and upload it somewhere.
Thanks in advance for your patience.
Quote from Rockroot on February 18, 2012, 1:00 amI present to you: my feeble attempt of being one of you.
http://www.youtube.com/watch?v=l-j7Wq120IA
I hope this helps helping me.
I present to you: my feeble attempt of being one of you.
http://www.youtube.com/watch?v=l-j7Wq120IA
I hope this helps helping me.