T3D Camera
by Robert Rice · in Torque 3D Professional · 11/30/2011 (5:39 pm) · 3 replies
I've a question about the camera in T3D that I cannot seem to find an answer for. There have been several resources in the the TGE and TGEA days that implemented a much more flexible camera (http://www.garagegames.com/community/blogs/view/5471). Does anyone know if the camera in T3D is now flexible enough to implement this type of resource without any longer needing to alter the code (so, in script only)?
#2
look at the :
Our major issue was after "ondeath" the camera would become static at spawn, we had to write a function with our camera code and insert it into Prepare Player.
Although not as easy to use as advanced camera (tge/tgea) the new camera system has most of the camera modes. When I get home I can share some of the code if you like, its not pretty but it functions.
~Ark
12/01/2011 (6:15 am)
This change,Link here is something my brother and I had to do to get an orbit camera to stay with the player.We pretty much followed the above link to get an orbit code working.look at the :
if (move == NULL)
move = &NullMove;Our major issue was after "ondeath" the camera would become static at spawn, we had to write a function with our camera code and insert it into Prepare Player.
Although not as easy to use as advanced camera (tge/tgea) the new camera system has most of the camera modes. When I get home I can share some of the code if you like, its not pretty but it functions.
~Ark
#3
12/01/2011 (8:47 am)
Ultimately what I'm looking for is an adventure style camera; think Zelda (3d, not 8 bit), so if you've got something along those lines, then by all means.
Torque Owner Malcolm
Project Alpha
Have a look at the following from the documentation about T3D and the camera to compare with what you would like.
http://docs.garagegames.com/torque-3d/official/index.html?content/documentation/Introduction/ToolBox.html
Hope it helps, not sure that the link will take you there but it's in the scripting advanced section.
Kind Regards