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InsideQC Forums • View topic - Rotation (Upside-down) and Negative Gravity?

Rotation (Upside-down) and Negative Gravity?

Discuss programming in the QuakeC language.

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Rotation (Upside-down) and Negative Gravity?

Postby Baker » Wed Jun 11, 2008 1:43 am

With QuakeC as is, are upside down player models possible via rotation of some sort?

I've never seen this so I'm assuming it isn't?

And regardless of the answer to the above, is negative gravity possible where the player would be drawn toward the ceiling.
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Re: Rotation (Upside-down) and Negative Gravity?

Postby ShoTro » Wed Jun 11, 2008 2:34 am

Shoot everything that moves. When it stops moving shoot it again just for good measure.
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Postby scar3crow » Wed Jun 11, 2008 3:16 am

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Postby Urre » Wed Jun 11, 2008 6:29 am

I was once a Quake modder
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Postby scar3crow » Wed Jun 11, 2008 7:00 am

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Postby Lardarse » Wed Jun 11, 2008 8:00 am

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Postby Baker » Wed Jun 11, 2008 9:01 am

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Postby mh » Wed Jun 11, 2008 8:53 pm

True, there is a well-defined sense of "down" in the engine, and it's in places like stair-step smoothing, "stuck" testing, in-water testing, water transitions, view offset bounding, and view model origin; to name just a few that popped up from a search for "origin[2]" in the source. For hacky stuff where you're not too concerned about quirks, you'll probably get by, but as most of these are actually relating to player movement, you might do better to reverse your tactics and rotate the world rather than rotate the player model.
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Postby Urre » Fri Jun 13, 2008 7:45 am

I was once a Quake modder
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