search for Third-Person-View mutator or mod
-
- Godlike
- Posts: 10266
- Joined: Wed Jul 15, 2009 11:36 am
- Personal rank: coffee addicted !!!
- Location: Cologne, the city with the big cathedral.
search for Third-Person-View mutator or mod
Referring to this Post: http://www.ut99.org/viewtopic.php?f=12&t=2589
Is there somewhere a useful TPV mutator or mod?
I mean not this implemented one where you get the camera right behind your Avatar... without any cross-hair. I search for a real one.
Is there somewhere a useful TPV mutator or mod?
I mean not this implemented one where you get the camera right behind your Avatar... without any cross-hair. I search for a real one.
-
- Godlike
- Posts: 2779
- Joined: Wed Feb 01, 2012 11:26 am
- Personal rank: GEx the Gecko
- Location: Kaunas, Lithuania
Re: search for Third-Person-View mutator or mod
I sure wish for one. It might also be nice if the angle of the view would be better (like closer and higher, above the right (or left) shoulder. That would automatically fix the sniper rifle zooming into your a$$. 

My work for UT99: Counter-Strike VP, MaleOne+ & FemaleOne+ voicepacks, DM-XC-NaliTreeV2 (from the 2012 Xmas Contest mappack), DM/DOM-20AC-CastleGeorgeV3 (from the 20th Anniversary Contest mappack), (NEW!) DM-UFFO
my small spec of files at Google Drive
List of console converted maps, models & more!
my small spec of files at Google Drive
List of console converted maps, models & more!
-
- Average
- Posts: 48
- Joined: Mon Sep 16, 2013 9:28 am
- Personal rank: Nameless Dragon
- Location: Independence, KS
Re: search for Third-Person-View mutator or mod
There's no real convenient way to make a mutator to serve this function.
To get a real nice third person you would have to make a playerpawn class that has the CalcBehindView function overwritten.
Otherwise you'll have to spawn, track and constantly move an actor CLIENTSIDE just to serve as the proper third person view point.
To get a real nice third person you would have to make a playerpawn class that has the CalcBehindView function overwritten.
Otherwise you'll have to spawn, track and constantly move an actor CLIENTSIDE just to serve as the proper third person view point.
“I am a dragon without a name...”
-
- Godlike
- Posts: 10266
- Joined: Wed Jul 15, 2009 11:36 am
- Personal rank: coffee addicted !!!
- Location: Cologne, the city with the big cathedral.
Re: search for Third-Person-View mutator or mod
Hm... I found this.
http://www.moddb.com/mods/smashdroids/images
it looks ugly, but they managed to implement a third-person-view.
http://www.moddb.com/mods/smashdroids/images
it looks ugly, but they managed to implement a third-person-view.
-
- Godlike
- Posts: 9154
- Joined: Thu Jun 30, 2011 8:12 pm
- Personal rank: God of Fudge
- Location: Palo Alto, CA
Re: search for Third-Person-View mutator or mod
Smashdroids is interesting. Found it years ago, tried to extract the droids out of it as monsters to use but that didn't go so well.
http://unreal-games.livejournal.com/

Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
-
- Average
- Posts: 48
- Joined: Mon Sep 16, 2013 9:28 am
- Personal rank: Nameless Dragon
- Location: Independence, KS
Re: search for Third-Person-View mutator or mod
It's because they used their own PlayerPawn superclass that has a proper CalcBehindView function. Just like I said in my reply, there is NO easy way to do this outside of modifying the PlayerPawn directly.
Another problem with making a proper third person view in Unreal (though I had since long solved this) is having the crosshair actually accurate to where you are aiming.
The way I fixed that problem was to constantly trace and position the crosshair infront of whatever your character is looking at straight ahead. This works perfectly in every situation I tested it in and does not cause much confusion when using my fixed third person view I made for my space marine playerpawn I did for Unreal 1.
Another problem with making a proper third person view in Unreal (though I had since long solved this) is having the crosshair actually accurate to where you are aiming.
The way I fixed that problem was to constantly trace and position the crosshair infront of whatever your character is looking at straight ahead. This works perfectly in every situation I tested it in and does not cause much confusion when using my fixed third person view I made for my space marine playerpawn I did for Unreal 1.
“I am a dragon without a name...”
-
- Godlike
- Posts: 10266
- Joined: Wed Jul 15, 2009 11:36 am
- Personal rank: coffee addicted !!!
- Location: Cologne, the city with the big cathedral.
Re: search for Third-Person-View mutator or mod
That's what I'd thought ...damn!Ðàrk-_¦_-Ñìght.: wrote:It's because they used their own PlayerPawn superclass that has a proper CalcBehindView function. Just like I said in my reply, there is NO easy way to do this outside of modifying the PlayerPawn directly.
So ...to make it clear. There is no such mutator or mod for default UT without making subclasses of all playable models?!
-
- Average
- Posts: 48
- Joined: Mon Sep 16, 2013 9:28 am
- Personal rank: Nameless Dragon
- Location: Independence, KS
Re: search for Third-Person-View mutator or mod
Nope, the only way to make a mutator out of this would be a replication nightmare.
The local clients would need to beable to spawn and dynamically reposition an invisible actor and when bBehindView 1 is detected it simply makes the client ViewClass this actor instead of letting CalcBehindView work. The biggest problem here is bBehindView needs to be set to 0 while viewing this actor, so there's no real good way to determine if the player still want's to be in third person anything short of "ViewSelf".
The local clients would need to beable to spawn and dynamically reposition an invisible actor and when bBehindView 1 is detected it simply makes the client ViewClass this actor instead of letting CalcBehindView work. The biggest problem here is bBehindView needs to be set to 0 while viewing this actor, so there's no real good way to determine if the player still want's to be in third person anything short of "ViewSelf".
“I am a dragon without a name...”
-
- Godlike
- Posts: 10266
- Joined: Wed Jul 15, 2009 11:36 am
- Personal rank: coffee addicted !!!
- Location: Cologne, the city with the big cathedral.
-
- Average
- Posts: 48
- Joined: Mon Sep 16, 2013 9:28 am
- Personal rank: Nameless Dragon
- Location: Independence, KS
Re: search for Third-Person-View mutator or mod
No problem. In theory this might be really doable if not extremely hacky under UT99, because of the RegisterHUDMutator function and mutators getting PostRender calls will allow my trace crosshair code to work just fine in a situation like this. And given UT99's focus on clientside execution it might not be that hard to pull this off... I'll experiment a bit on this and I'll let you know what I come up with eventually.
“I am a dragon without a name...”
-
- Godlike
- Posts: 3342
- Joined: Thu Aug 04, 2011 9:26 pm
- Personal rank: Chaos Evangelist
- Location: Kernow, UK
Re: search for Third-Person-View mutator or mod
Maybe look at how the vehicle-mods move your view-point around.

ChaosUT https://chaoticdreams.org
Your Unreal resources: https://yourunreal.wordpress.com
The UT99/UnReal Directory: https://forumdirectory.freeforums.org
Find me on Steam and GoG
-
- Godlike
- Posts: 10266
- Joined: Wed Jul 15, 2009 11:36 am
- Personal rank: coffee addicted !!!
- Location: Cologne, the city with the big cathedral.
Re: search for Third-Person-View mutator or mod
I think those vehicles are subclassed player models ...Dr.Flay wrote:Maybe look at how the vehicle-mods move your view-point around.
-
- Godlike
- Posts: 5477
- Joined: Wed Feb 27, 2008 6:24 pm
- Personal rank: Work In Progress
- Location: Liandri
Re: search for Third-Person-View mutator or mod
The vehicles I made certainly do not (although the system is based off .:..:'s vehicles system, but I improved it in the offline side a lot, specially on the camera on the aiming abilities as well as zoom, and even distance from the vehicle).papercoffee wrote:I think those vehicles are subclassed player models ...Dr.Flay wrote:Maybe look at how the vehicle-mods move your view-point around.
Just looked at this topic, and tbh I don't see any major problems in doing 3rd person. There are some few things that need some "hack-ish" ways to work, but nothing in the realm of the unfeasible.
- Basically, you need an actor to be your view reference
- This actor will be updated, and it will dictate how it zooms, how far it's from the player, etc
- This actor may actually adjust/dictate the player viewrotation so the weapon aim matches what you're seeing
- ???
- Profit!
Subclassing a player would make it easier to do, but considering the amount of mods that subclass the player already, if you want compatibility you certainly don't want to do so.
-
- Godlike
- Posts: 10266
- Joined: Wed Jul 15, 2009 11:36 am
- Personal rank: coffee addicted !!!
- Location: Cologne, the city with the big cathedral.
-
- Godlike
- Posts: 5477
- Joined: Wed Feb 27, 2008 6:24 pm
- Personal rank: Work In Progress
- Location: Liandri
Re: search for Third-Person-View mutator or mod
Well... since there seems to be nothing done like this that I know of (something really aimed for true 3rd person gameplay), you (or someone else) would have to script it, there's no other way that at least I know of.papercoffee wrote:How exactly can I do something like this?