Free Camera
Moderator: Moderators
Free Camera
A new camera mode has been added to SVN, free camera. Its primary
control interface is the keyboard, and it really isn't intended to be used
for gameplay (although it may be if the controls get improved, especially
with respect to minimap view setting). It has smooth motion, and should
make for better video captures. It is not included in the default toggle list
for CTRL+MiddleMouseButton control.
The main controls are the arrow keys, with the following modifiers:
ALT: side scrolling
CTRL: up/down tilting
SHIFT: up/down scrolling
META: speedup
It will switch to a special mode if you are tracking a unit. The right/left
arrow keys then control the angular rotation about the unit, and the
up/down key control the speed of motion towards the unit. The further
away you are from the unit, the faster you will move towards it. It will
also always face the unit, so that you'll see ground shakes rather then
unit shakes.
There are 3 different modes for handling the ground.
1. CamFreeGroundOffset == 0
- the camera can move anywhere
2. CamFreeGroundOffset < 0
- the camera is always offset from the ground height by -CamFreeGroundOffset
3. CamFreeGroundOffset > 0
- the camera can be "locked" to the ground by using SHIFT+UP_ARROW.
(and will use +CamFreeGroundOffset as the offset). To release the lock,
simply press SHIFT+DOWN_ARROW
If the camera is locked to the ground, then the CamFreeAutoTilt and
CamFreeGravity parameters come into play. AutoTilt will point the camera
in the direction of the ground's slope. Gravity will be used if you jump off
of a ground ramp.
P.S. A new default widget "CameraControl" was added to provide low-level
access to cameras. Available commands:
/luaui cam
- list available parameters
/luaui cam <param>
- show current value of <param>
/luaui cam <param> <value>
- set <param> to <value>
Settings changed using "/luaui cam" do not get saved between games.
control interface is the keyboard, and it really isn't intended to be used
for gameplay (although it may be if the controls get improved, especially
with respect to minimap view setting). It has smooth motion, and should
make for better video captures. It is not included in the default toggle list
for CTRL+MiddleMouseButton control.
The main controls are the arrow keys, with the following modifiers:
ALT: side scrolling
CTRL: up/down tilting
SHIFT: up/down scrolling
META: speedup
It will switch to a special mode if you are tracking a unit. The right/left
arrow keys then control the angular rotation about the unit, and the
up/down key control the speed of motion towards the unit. The further
away you are from the unit, the faster you will move towards it. It will
also always face the unit, so that you'll see ground shakes rather then
unit shakes.
There are 3 different modes for handling the ground.
1. CamFreeGroundOffset == 0
- the camera can move anywhere
2. CamFreeGroundOffset < 0
- the camera is always offset from the ground height by -CamFreeGroundOffset
3. CamFreeGroundOffset > 0
- the camera can be "locked" to the ground by using SHIFT+UP_ARROW.
(and will use +CamFreeGroundOffset as the offset). To release the lock,
simply press SHIFT+DOWN_ARROW
If the camera is locked to the ground, then the CamFreeAutoTilt and
CamFreeGravity parameters come into play. AutoTilt will point the camera
in the direction of the ground's slope. Gravity will be used if you jump off
of a ground ramp.
P.S. A new default widget "CameraControl" was added to provide low-level
access to cameras. Available commands:
/luaui cam
- list available parameters
/luaui cam <param>
- show current value of <param>
/luaui cam <param> <value>
- set <param> to <value>
Settings changed using "/luaui cam" do not get saved between games.
Last edited by trepan on 24 Mar 2007, 20:25, edited 3 times in total.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Any change on seeing more customizeable cameramodes?
Till now i still use the old boring TA-Style-Cam, because panning the view with middle mouse and zooming works very good in that view. I would change asap to the rotateable overheadcamerea if middle mouse would pan the view instand of change the orientation and zooming would maintain the center of the screen.
Till now i still use the old boring TA-Style-Cam, because panning the view with middle mouse and zooming works very good in that view. I would change asap to the rotateable overheadcamerea if middle mouse would pan the view instand of change the orientation and zooming would maintain the center of the screen.
-
- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Hmmm, did anyone ever play empire at war?
That had a brilliant camera mode called 'cinematic mode', where it would pick a few interesting spots near the action, and would change the camera to be wide-angled (having the two black strips at the top and bottom), and would slowly pan the camera for you.
To be honest, I still can't work out how they did it, but it worked brilliantly, and somehow always managed to capture cinematic moments, and always looked great. (Shame the rest of the game was distinctly average)
That had a brilliant camera mode called 'cinematic mode', where it would pick a few interesting spots near the action, and would change the camera to be wide-angled (having the two black strips at the top and bottom), and would slowly pan the camera for you.
To be honest, I still can't work out how they did it, but it worked brilliantly, and somehow always managed to capture cinematic moments, and always looked great. (Shame the rest of the game was distinctly average)
I believe somebody was coding the necessary detection methods for such, some sort of Spectator camera where it would flash the interesting areas for you to check. From there we would have to use LUA for the bars, I think, and I'm not sure if the zoom can be scripted.Warlord Zsinj wrote:Hmmm, did anyone ever play empire at war?
That had a brilliant camera mode called 'cinematic mode', where it would pick a few interesting spots near the action, and would change the camera to be wide-angled (having the two black strips at the top and bottom), and would slowly pan the camera for you.
To be honest, I still can't work out how they did it, but it worked brilliantly, and somehow always managed to capture cinematic moments, and always looked great. (Shame the rest of the game was distinctly average)