Game Development Community

Movie "like" Camera system in T3D???

by David Mortensen · in Torque 3D Professional · 12/15/2011 (9:43 am) · 13 replies

Hi again everybody... i have just found out today that i can't get my versions of TGE or TGEA but i was wondering isn't there a simple yet stable way to implement Thomas "Man of ice" Lund's Movie Like Camera System into Torque 3d Pro 1.1 or for that matter 1.2? It is because the resources used for this particular camera system is just the thing i need for my game...

I sincerely hope someone in here will help me with this amateur dilemma :)

Best regards,
David Mortensen
Denmark.

About the author

Hi i have always had an interest in gaming and now i really wanna go ahead and do something with my obsession for games :D


#1
12/15/2011 (9:44 am)
I forgot to mention the link to the camera system i would like implemented:

http://www.garagegames.com/community/resources/view/5390
#2
12/15/2011 (9:54 am)
the Game Mechanics Kit has a cut scene editor that will do what you need done.

and a whole lot more too....
#3
12/15/2011 (10:05 am)
That's not quite what i had in mind because what i want for my game is to have the camera staying still while the gamer can move freely in the 3d enviroment but for this to be possible i first need to know how to implement several camera's into the level or scene and the i need to know of a "region" detector which figures out when the character is inside the "region" field, i really hope i have made myself understandable because the only way i can explain it properly is if you that a look at that link above and watch the movie that Thomas Lund once made the only difference in the movie he made and the way i want my gameplay to be is that his cameras are orbiting the player (i think that's what it's called???) but i want my cameras to be positioned i.e. in a corner up in the ceiling looking at the player until the player moves out of the region field...

Thanks for answering and thank for taking your time to read my thread :)
#4
12/15/2011 (2:03 pm)
something like %this.camera.setTrackObject(%player) should track your player character, as far as your regions are concerned, using triggers and the onEnterTrigger callback to set which camera to use seems to be the the way forward, all this is in stock torque, no need to implement any resources.

Edit: If you have AFX i believe there's some of the advanced camera resource implemented in that
#5
12/16/2011 (6:21 am)
Also, the 3D Action Adventure Kit has some excellent camera functionality...
#6
12/16/2011 (6:55 am)
Thanks to all of you i will certainly look into the matter but the only one i've got is 3DAAK as you mention Richard. but i will try and examine it better than i have so far :) thanks again to all of guys in here!
#7
12/16/2011 (12:54 pm)
With the standard camera modes you can theoretically use the OrbitObject camera mode to place and aim the camera, then switch your target object by triggers when passing from one area to the next. I've updated the RTS Prototype and we're going to be putting the new version up live soon - it covers camera modes and click-to-move behavior. Using these ideas you could easily build an old-style Resident Evil-like click to move/interact game.

Hmm, perhaps another genre example is in order....
#8
12/17/2011 (6:04 am)
Hi Richard Ranft,

if you by a chance ever have had the chance to play either Grim Fandango or Escape from monkey island then you will know exactly what kind of camera's i want for my game...

It may be simple to you guys to create but i am very noobish to Torque though i have had the Pro versions for almost 1 year, but still i haven't had that much time to learn the programming language neither how to understand the simplicity of the language nor how to make it stable...

if you by any chance know what kind of camera system i want then if you could give me a tutorial on how to make the cameras work the way i want them to???

Best regards,

David Mortensen.
#9
12/17/2011 (7:42 am)
Grim Fandango uses the old Resident Evil style camera system with just a look-at controller.You don't even need an OrbitObject ,rotation or collision response.
You can use a target vector and directly fetch your camera's transform from this vector.
#10
12/19/2011 (1:55 pm)
Sorry - I've never played either of those games. I suppose I could cobble together an example level to show what I meant in that earlier post. It would not require anything except stock Torque 3D and should work in any version as well. Might be a minute though, kinda busy lately.

In the mean time, the camera mode document page and Steve Acaster's cool resource here will give you some good information on T3D's camera system.
#11
12/20/2011 (1:01 pm)
Ok - I have completed the basic setup for stationary "room" cameras with a click-to-move interface that switches cameras based on what trigger ("room") you enter. I'm going to build a step-by-step document like the RTS Prototype (pictures and all) and add it to the documentation as well as posting it as a resource. I can contact you and mail you a copy when it's ready if you like.

I've got the camera set up so you can use the tracking mode as shown in the video or a stationary mode more like the older adventure games.
#12
12/20/2011 (1:12 pm)
Hi Richard, that would be swell here's my e-mail address :
davidmortensen1@me.com

I really appreciate your help! :^)

Thanks a million times for helping a dreamer out!
#13
12/22/2011 (1:05 am)
I just want to point out that the code you sent me Richard works out perfectly and i will most certainly examine it closer to see if i can learn to understand how it works but i thank you humbly for your time and effort in creating this code, i know you wrote that it was a very simple code but for someone with handicaps and other issues it is actually quite hard to learn Torque... i have had an much easier time to learn it back when it was just TGE but even today i cannot code in TGE even if i still had it, i am very sorry for troubling every one of you but i am truly grateful for all of your help from this generous and friendly community!

Very best regards,

David Mortensen