2007.08.24, 05:41 PM
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2007.08.24, 09:04 PM
Well, first you'd have to tell us what type camera you want?
Anyway, the scripts in the data>scripts>courses>yourmapname file
.
Anyway, the scripts in the data>scripts>courses>yourmapname file
.2007.08.25, 03:11 AM
camera that se you from ..yea not the standard[/align]
2007.08.25, 11:11 AM
Huh?
Heres some choices:
First Person: where it sees from the player's perspective
3rd Person: Sees you from behind the player
Static Camera: The camera stays still (or changes until you enter another room) but rotates to face the player
Side scroller: The camera moves with the player on the side, turns it into a rail 3d game (rail3d=graphics are 3d but movement is 2d)
Top Down RPG Camera: Cameras above the player looking down
Heres some choices:
First Person: where it sees from the player's perspective
3rd Person: Sees you from behind the player
Static Camera: The camera stays still (or changes until you enter another room) but rotates to face the player
Side scroller: The camera moves with the player on the side, turns it into a rail 3d game (rail3d=graphics are 3d but movement is 2d)
Top Down RPG Camera: Cameras above the player looking down
2007.08.25, 01:53 PM
static thats the rigth one can u learn me that
2007.08.27, 03:04 PM
. , ? [shift]
These things are useful. Please use them. Bad grammar is usually accepted if English is not a first language, but straight mispellings (rihgt) and IM abbreviations (u) get annoying.
Anyway...
First, put an object in your map called View1, type:Camera. If you have multiple rooms, (which I assume you do) make each one a portal, and add Type: camera objects to each one. Call them, say, view2,3,4 etc. Then, put this:
in the map construct part of the courses script.
In the map editor, double click on each portal and click the check box for send message on opening, and give it an ID. Then put a message function in the course's script that has
again, the view1 changed to whichever view your switching to.
These things are useful. Please use them. Bad grammar is usually accepted if English is not a first language, but straight mispellings (rihgt) and IM abbreviations (u) get annoying.
Anyway...
First, put an object in your map called View1, type:Camera. If you have multiple rooms, (which I assume you do) make each one a portal, and add Type: camera objects to each one. Call them, say, view2,3,4 etc. Then, put this:
Code:
camera.setting.type=DIM3_CAMERA_TYPE_STATIC;
camera.staticPosition.follow=true;
camera.staticPosition.moveToSpot(map.spot.find('View1','Camera'));in the map construct part of the courses script.
In the map editor, double click on each portal and click the check box for send message on opening, and give it an ID. Then put a message function in the course's script that has
Code:
camera.staticPosition.moveToSpot(map.spot.find('View1','Camera'));2007.09.03, 08:43 AM
uhh...
well do you now how to sett upp a camera that follow the player(used in following games:WOW,runescape,a litle bit in lego starwars you now)?
well do you now how to sett upp a camera that follow the player(used in following games:WOW,runescape,a litle bit in lego starwars you now)?
2007.09.03, 04:14 PM
Gordon CSA explained how to use a static camera, is that not what you want?
If not, which one do you want, lego star wars uses static (for what I know), runescape uses chase.
Chase=camera stays behind player and follows, Static=camera only moves when player enters new room, but always rotates to look at the player.
If not, which one do you want, lego star wars uses static (for what I know), runescape uses chase.
Chase=camera stays behind player and follows, Static=camera only moves when player enters new room, but always rotates to look at the player.
2007.09.05, 06:47 PM
Well from what Ive seen of lego starwars its somewhat in the middle. The camera remains at the same distance and angle while running around (like a side scroller, but with 3d movement), and changes position when, say, turning a street corner. By the sound of it he wants a chase camera.
2007.09.05, 09:03 PM
Gordon CSA Wrote:Well from what Ive seen of lego starwars its somewhat in the middle. The camera remains at the same distance and angle while running around (like a side scroller, but with 3d movement), and changes position when, say, turning a street corner. By the sound of it he wants a chase camera.
That sounds more like a camera that's on rails (i.e., has a specific set of movements and locations.) There's really no good way to do that right now. What you can do (easily) is:
FPP - you're regular First-person-perspective camera, the default
Chase - the camera follows behind the player at a certain angle to a certain distance -- there should be a hot key in the demo to turn that on. Find the spot in player.js where it changes the camera.
Static a - a camera that sits in one location and looks in one direction
Static b - a camera that sits in one location but it always aims towards a player
Notice that while chase is good, you also have to be a little clever with level design because the camera will always attempt to stick within the map, and too crazy of a map and it might get into places where you can't see the player.
Here are some examples from the player.js script:
Regular FPP camera:
Code:
camera.setting.type=DIM3_CAMERA_TYPE_FPP;
obj.look.upAngle=80;
obj.look.downAngle=35;
obj.look.effectWeapons=true;Standard chase type:
Code:
camera.setting.type=DIM3_CAMERA_TYPE_CHASE;
camera.chase.distance=4000;
obj.look.upAngle=10;
obj.look.downAngle=30;
obj.look.effectWeapons=false;Take a quick look at the docs, there are a tons of settable camera options. The defaults are OK, but you'll probably want to tweak some of them.
[>] Brian
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