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>> No.3279372 [View]
File: 406 KB, 800x600, gunpoint.webm [View same] [iqdb] [saucenao] [google]
3279372

>>3279320

>> No.3247214 [View]
File: 406 KB, 800x600, gunpoint.webm [View same] [iqdb] [saucenao] [google]
3247214

>>3247187
Oh and
>Maybe you could make a wolfenstein type project with models for weapons, wouldn't run into any problems then.
As long as you don't need the model to dynamically change angle (webm related), you can just use and actual weapon with 3d model frames.

>> No.3102025 [View]
File: 406 KB, 800x600, gunpoint.webm [View same] [iqdb] [saucenao] [google]
3102025

>>3101953
And oh don't worry, I'll upload it to the resources board on the zdoom forums once it works properly.
>goldeneye
You saw this thing right? I don't mean to spam it but it seems it could be interesting to you. It can be done with sprites as well.

>> No.3041685 [View]
File: 406 KB, 800x600, gunpoint.webm [View same] [iqdb] [saucenao] [google]
3041685

If anon who made the screen point-to-vector thing is here, I've a question about 3d angles and stuff regarding pic related

>> No.3030705 [View]
File: 406 KB, 800x600, gunpoint.webm [View same] [iqdb] [saucenao] [google]
3030705

>>3030674
Strangely enough the interpolation works fine as long as I'm not warping and angling the gun at the same time.
>Course it may just be an unsolvable gzdoom thing.
I suspect ordinary zdoom has the problem as well. Perhaps it's just impossible to discover without warping a 3d model with the player view, which can't happen in zdoom.

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