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[Feature Request] A Viewmodel FOV Setting #1600
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I'm not sure what you need. |
This is not possible as the weapon is rendered as a part of the world |
What about adjusting the near clipping plane? This way theres no need to mess with FOV settings, as the clipping is the main reason I made this request in the first place. |
@juuuulian-s can you provide an example where current near clipping value isn't enough? I don't see any reason to go lower than 4 units, as it's the default value used in Quake and GoldSource. |
I also only notice near clipping when the FOV values go higher than 130 which is already unplayable by itself as it breaks default view models. Not sure about drawing viewmodel with separate FOV. Mods with custom renderers can implement it the way they want. If some Xash3D-based game that relies on standard renderer wants it, it might get implemented. If not and you need it just for fun, I don't see reason to make standard renderer any more complicated than it already is. |
Turns out, it's quite easy to implement, just by changing projection view matrix before drawing viewmodel and restoring it back. But field of view is controlled by the game code. Games and mods that modify player's field of view were designed in mind that viewmodel fov will be equal to everything else. I think, this can be implemented as an extension to |
A command that handles viewmodel FOV independently from screen FOV, allowing for high screen FOV with minimal viewmodel clipping.
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