Slanted Camera
by Ted Lilljegren · in Technical Issues · 01/06/2008 (4:05 pm) · 9 replies
I have a playerobject, and and afxCamera(does it differ from TGE?) asigned to said object, and i would like to achieve the following effect:
------------------------O <- Player object---------------------------------------------------------------------------------------------
----------------------.----------------------------------------------------------------------------------------------------------------------
---------------------.-----------------------------------------------------------------------------------------------------------------------
--------------------. <- Cameras aligment --------------------------------------------------------------------------------------------
-------------------.-------------------------------------------------------------------------------------------------------------------------
------------------C <- Camera ----------------------------------------------------------------------------------------------------------
Sorry for horrible ascii art. Do you understand it?
Would i be able to make this effect in script only, or do i have to go berserk in the source code to achieve this?
Any pointers regarding this topic? Also, is there some place where i can find proper documenetation for the
camera functions like 'setThirdPersonOffset()' and the like. I have checked TDN but found nothing. Lastly, it does not seem that setTransform() affects cameras at all. Is this the case?
Thanks for your time
------------------------O <- Player object---------------------------------------------------------------------------------------------
----------------------.----------------------------------------------------------------------------------------------------------------------
---------------------.-----------------------------------------------------------------------------------------------------------------------
--------------------. <- Cameras aligment --------------------------------------------------------------------------------------------
-------------------.-------------------------------------------------------------------------------------------------------------------------
------------------C <- Camera ----------------------------------------------------------------------------------------------------------
Sorry for horrible ascii art. Do you understand it?
Would i be able to make this effect in script only, or do i have to go berserk in the source code to achieve this?
Any pointers regarding this topic? Also, is there some place where i can find proper documenetation for the
camera functions like 'setThirdPersonOffset()' and the like. I have checked TDN but found nothing. Lastly, it does not seem that setTransform() affects cameras at all. Is this the case?
Thanks for your time
About the author
#2
They ignore alot of other calls relevant to their positioning too. This is one thing I've tried to correct in the GameCamera. I'm not quite sure yet what the GameCamera needs to be AFX compatible but I don't think it's much.
Also, because of differing screen widths I have no idea what that blob of symbols is supposed to represent so I have no idea what you are trying to achieve.
01/07/2008 (7:25 am)
It is quite likely that most cameras ignore setTransform calls.They ignore alot of other calls relevant to their positioning too. This is one thing I've tried to correct in the GameCamera. I'm not quite sure yet what the GameCamera needs to be AFX compatible but I don't think it's much.
Also, because of differing screen widths I have no idea what that blob of symbols is supposed to represent so I have no idea what you are trying to achieve.
#3
Edit: although it seems that the only things the afxCamera does not support from the features presented in advanced camera is god mode and track third person?
01/07/2008 (8:42 am)
This is basically what 'the blob' are suposed to represent: Imagine that you have a point one yard ahead of the playerobject, and also imagine that maybe 0.5 yards behind the player, and 0.5 yards left of the player you have a camera. The camera is focused at the object 1 yard ahead of the player, and is assigned to the player. It looks really cool, trust me =) Ill think ill try and go with the recource David recomended.Edit: although it seems that the only things the afxCamera does not support from the features presented in advanced camera is god mode and track third person?
#4
01/07/2008 (10:50 am)
Sounds like a basic resident evil 4 style camera. have you tried modifying the 'cam' node in the player model? you may be able to achieve this effect by simply moving the 'cam' node and rotating it a bit.
#5
Garagegames, why comes none of your stock models feature multiple meshes? I know that torque unmodified does not support mesh magic, but its still probably one of the most common mods, making such a model very usefull. And why are no source files provided(im sure its a good reason) for the stock models?
I have never played resident evil, but if i got it right, the camera is something close to the gears of war camera(one of the few fps where you actually get to see your character AND weapon at the same time), which is not what i am aiming for. Also, this tinkering with the model would be static in nature, and i need to be able to switch back and forth behind traditional 3d person and the other thing i had in mind. It was a good sugesstion though.
01/07/2008 (12:28 pm)
I use stock torque models only(since most 3d modelers are too busy waiting for jobs from pixar to join a unpaid project, which they never get since they dont get any experience because they wont take unpaid jobs =/ ), and since those models dont have any source files provided, that would be kinda hard =/ Is there perhaps some kind of blueman character around with source files? That would be very usefull. On a sidenote:Garagegames, why comes none of your stock models feature multiple meshes? I know that torque unmodified does not support mesh magic, but its still probably one of the most common mods, making such a model very usefull. And why are no source files provided(im sure its a good reason) for the stock models?
I have never played resident evil, but if i got it right, the camera is something close to the gears of war camera(one of the few fps where you actually get to see your character AND weapon at the same time), which is not what i am aiming for. Also, this tinkering with the model would be static in nature, and i need to be able to switch back and forth behind traditional 3d person and the other thing i had in mind. It was a good sugesstion though.
#6
As for multimesh files, well, it's not a stock feature and it would make absolutely no sense to do it unless it became a stock feature, popular resource mod or not. If that were the case, the whole of Advanced Camera would be added...even with the network issues that have been documented.
01/07/2008 (12:48 pm)
I believe the Max files are included if you are a Max user. I think there are milkshape ones, too. I know that Prairie Games released the Orc for milkshape. Joseph Greenwalt has released a green-guy (or whatever color) .blend file for blender. I don't know about Maya or Lightwave.As for multimesh files, well, it's not a stock feature and it would make absolutely no sense to do it unless it became a stock feature, popular resource mod or not. If that were the case, the whole of Advanced Camera would be added...even with the network issues that have been documented.
#7
01/07/2008 (1:12 pm)
Okay it was just me being retarded and not being able to find the .max files =) Might i implore to which directory they are located in?
#8
Edit: screwed up the location!
01/07/2008 (1:14 pm)
They're in the data\shapes directory and the associated folders under there (player, etc).Edit: screwed up the location!
#9
I have also implented this nice resource(kudos to the creator): http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=12197
Problem is, i dont know how to set up the zerolayer texture =/
I have tried at least 6 different combinations of filepaths, i dont even know if they are suposed to link to a image or if its some kind of model mumbo jumbo that i would be unaware of, being programmer and all.
01/19/2008 (3:17 pm)
I have now integrated the advanced camera resource, and i can call all of its functions and create advancecCamera objects, so im 99% sure it compiled well, problem is, that in order for the console methods to take effect, i have to have the client have controll over its assigned advancedCamera instead of the player avatar. When the client does controll the player instead, i allways find myself looking out the eye node. I find this really strange, and of course i would like to remedy this. My mod is used using the arcane.fx scripts as default.I have also implented this nice resource(kudos to the creator): http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=12197
Problem is, i dont know how to set up the zerolayer texture =/
I have tried at least 6 different combinations of filepaths, i dont even know if they are suposed to link to a image or if its some kind of model mumbo jumbo that i would be unaware of, being programmer and all.
Associate David Montgomery-Blake
David MontgomeryBlake