Isometric view

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Now I'm about 99% sure this is possible but how would I even go about creating an isometric view for a mod on the Source engine?

Is it something really obvious that I'm missing or is it fairly complicated? Baring in mind I have pretty much zero experience with coding!

Any help would be great!
 
Should have asked me first ;)

Aiming for an RTS-style camera, or simply an isometric third person cam? Because the latter can be kinda difficult, but the other is easily done.

-Angry Lawyer
 
VIEWTYPE_ISOMETRIC is a step towards it, search for it in the code. Valve created a half-working RTS camera for Team Fortress 2.

When I get back from badminton, I'll post a little more, but I gotta shift right now.

-Angry Lawyer
 
Okay, I'm back and I'm in business. Your best bet is to set the player to movetype_noclip on spawn, set the viewangles of the player to the ones you want, and in movetype_noclip's movement code, add the angle levelling code that's used in movetype_isometric. That's how Conquest: City 17 and Zombie Master do it.

Out of curiosity, what do you need it for?

-Angry Lawyer
 
interesting very interesting. also another cool camera thing you could do is have the prop camera entitys in every room. and use a 3rd person camera to create a resident evil type game.

p.s what do you meen by it beeing half working?
 
As in, Valve released the SDK before they finished implementing the RTS part of Team Fortress 2. Setting a movetype to Isometric without fixing the Isometric code has really, really odd results.

-Angry Lawyer
 
I'm curious because I found an old game I used absolutely adore and I was thinking about whether or not it'd be worth recreating on the Source engine. Can't get enough of old school games with isometric views.

Before you ask, I've done a bit of research and I'm pretty sure it's abandonware now.

Oh yeah, it's pretty safe to say I've got no idea of how to go about implementing it myself so...

Thanks anyway! ;)
 
Angry Lawyer said:
As in, Valve released the SDK before they finished implementing the RTS part of Team Fortress 2. Setting a movetype to Isometric without fixing the Isometric code has really, really odd results.

-Angry Lawyer

I'm sure I found that by accident once whilst mucking around with console commands. Made things skewed and weird.
 
GonzoBabbleshit said:
Crusader: No Remorse

Haha, hell yes. That was a fantastic game. If you can pull it off, you are a god among men. Best of luck!
 
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