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 Post subject: Walking on Walls and Celing
PostPosted: Fri Jun 15, 2012 12:09 pm 
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So I've worked with the idTech 3 engine for awhile and messed around with the matrix mod where the player could run up walls and all that. I decided to take a go at the idTech 4 engine finally and LOVE it, so my question is this. How would I go about making the player change its gravity to work on the surface the player is standing on. I want to make a mod that allows the player to walk on the ceiling and on the walls and what not. I was wondering how to approach this. Am I doing to have to make source changes or could it be done through a mod. I know I will have to check when the player is next to a walk-able surface and somehow rotate the player entity and shift the IK positions calculated with the legs but I'm very interested in doing this. If anyone has any suggestions on approaching this task input would be appreciated.


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 Post subject: Re: Walking on Walls and Celing
PostPosted: Fri Jun 15, 2012 10:44 pm 
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To-mos wrote:
How would I go about making the player change its gravity to work on the surface the player is standing on. I want to make a mod that allows the player to walk on the ceiling and on the walls and what not. I was wondering how to approach this.


The IdTech 4 game Prey has this implemented in it. If you make your mod for Prey, you would only have to put gravity volumes near walls and ceilings, and it will work. In this thread you can get small example map with gravity volumes. The game also supports inward and outward gravity volumes with which it's possible to create small planets.

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 Post subject: Re: Walking on Walls and Celing
PostPosted: Fri Jun 15, 2012 10:59 pm 
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This has to be in Doom 3 unfortunately cause I'm going to be developing it with the source code of the new iodoom3


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 Post subject: Re: Walking on Walls and Celing
PostPosted: Fri Jun 15, 2012 11:16 pm 
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The Hexen EoC guys, I believe, experimented with gravity volumes. How complete it is, I don't know, but there's a test map that came with the mod that demonstrates it, so it is possible for it to be done in Doom 3. BloodRayne or Deadite4 would know more about it.


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 Post subject: Re: Walking on Walls and Celing
PostPosted: Sat Jun 16, 2012 1:46 am 
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That sounds so handy, I will defiantly have to check that out for implementing gravity volumes. I'll try and keep everybody updated on this considering that I'm learning this all over again since the idTech3.


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 Post subject: Re: Walking on Walls and Celing
PostPosted: Sat Jun 16, 2012 4:03 am 
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I knew this was already done, here's the thread about it: viewtopic.php?t=9303

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 Post subject: Re: Walking on Walls and Celing
PostPosted: Tue Aug 21, 2012 8:15 am 
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Thank you that will give me a strong start on the final game. Hope its open source :D


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 Post subject: Re: Walking on Walls and Celing
PostPosted: Tue Aug 21, 2012 8:29 am 
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iirc there was implementation of this in Xreal


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 Post subject: Re: Walking on Walls and Celing
PostPosted: Fri Oct 05, 2012 9:22 pm 
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I'm going to rephrase the question because changing the players gravity isn't quit right for what I am looking for. What would be a good way to allow a player to walk on ceilings and walls and what not without using gravity volumes. Like say a local down gravity that follows the player as long as they are against a surface but returns to a downward pull when they get to far away from it. Like walking with claws on a ceiling or surface causing the player to be perpendicular to the surface like a raycasting normal.


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