Game Development Community

Camera - where start ?

by Marcin Zygmunt · in Torque Game Engine · 11/22/2004 (4:46 am) · 12 replies

Hello.

I want to make isometric camera like in Baldur's Gate with TGE. But i dont know where i could start.
I mean which resource should i first learn to make something like that. I find a few camera resources, but not know which learn/use first.

Will be gratefull for help.
Thanks

#1
11/22/2004 (5:37 am)
If you are just using script, you will most likely be limited in what you can do. If you are an SDK owner, ask in those forums as they will be able to answer the question more readily.

I suppose you could make the camera work from script. Seeing as it's just another object in the game, you could make it the player and then make the player character be more like an AI player that you direct with mouse clicks and keystrokes. However, this approach would prove difficult and potentially slower because it would be doing all of the math in script.

- Brett
#2
11/22/2004 (6:09 am)
GodView. Then tweak it to perfection.
#3
11/22/2004 (6:50 am)
Thanks guys :)

but..

Quote:
The camera is centralized on the player and follows his movements
I want to have the camera NOT to be following the player.
i'd like to add things like camera movement using keybord (left, right, up, down) (somthing similar to Baldurs Gate)is it possible to be done using GodView?. Its just a question before i start anything :)
#4
11/22/2004 (6:54 am)
Don't scope the camera to the player. Look in onClientEnterGame , game.cs look how a client is added. Look how player and camera are added. Also look how binds are handled. . . .change the camera controls to whatever you'd like. You can do a RTS camera with just script.
#5
11/23/2004 (4:21 am)
I use GodView but when i go to GodView, i got these "bugs":

burzuj.nma-fallout.com/kolos/problem2.JPG
burzuj.nma-fallout.com/kolos/problem23.JPG
Look at water and Difs - something is wrong... and my Player is transparent :|

Anyone know what's wrong ?
#6
11/23/2004 (5:33 am)
I'm not 100% sure on this but I'll take a guess. Torque is designed to lower the models polys as it gets father away from view. Maybe, do to the position of the camera, it's thinking that the camera is the player. Hense droping the polys from everything farther away.
It would be interesting to know if I am correct on that.
#7
11/23/2004 (5:40 am)
But if i go alt+c to free camera everything is OK.
See:
burzuj.nma-fallout.com/kolos/problemok.JPG
And when i go to GodView i have those problems...

Dont know what is wrong...
#8
11/23/2004 (6:01 am)
I'm gonna assume it's from what I said above. Looking at the god view resource it seems to me like its giving the camera the role as the player and droping the polys and textures.

I started the demo and shot the camera straight up for a long time and the graphics never broke down. So I think that maybe it has something to do with the god view resource itself

Did you add the fixes that where posted in the rest of the resource?
Maybe miss something?


Either way, just stick it out. I'm sure someone who has more of an idea will give you a more technical answer

EDIT: It's also a 2 year old resource and might not be fully compatible with the current engine version.
#9
11/23/2004 (6:01 am)
Using my advanced camera? (Just wanting to know if there is an unreported problem)
#11
11/23/2004 (6:14 am)
Quote:
Did you add the fixes that where posted in the rest of the resource?
Maybe miss something?
Dont know... i will try once again


Quote:
Using my advanced camera?
no, because i cant good read in english, and i dont understand some things... (i mean - i cant add Advanced Camera to my project... )


I will not scope camera at player (maybe that will help)... but dont know which Function change that - someone know ?
#12
11/24/2004 (4:24 am)
Quote:
Don't scope the camera to the player.
Can somebody tell me how do that ?
I know that in Game.cs, but how/which function?

Thanks for help