Standard camera mode.
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- Spawn_Retard
- Posts: 1248
- Joined: 21 Dec 2006, 14:36
Standard camera mode.
I'd like to suggest their be an easy way to rotate the camera angle of a map by 90 degrees with a short key when playing with the standard camera mode, it would make maps more interesting to me personally as i would be able to see them from angles that i normally would never see without speccing and using other camera modes.
tl;dr spice maps up by making the default camera turn by 90 degrees by using a keybind such as ctrl [ or ] for instances.
tl;dr spice maps up by making the default camera turn by 90 degrees by using a keybind such as ctrl [ or ] for instances.
- Spawn_Retard
- Posts: 1248
- Joined: 21 Dec 2006, 14:36
Re: Standard camera mode.
could it be a feature though, instead of a lua and a meta key?
Re: Standard camera mode.
All cameras should eventually be moved to lua.Spawn_Retard wrote:could it be a feature though, instead of a lua and a meta key?
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- Moderator
- Posts: 2464
- Joined: 12 Oct 2007, 09:24
Re: Standard camera mode.
And what do users see if luaui crashes?Regret wrote:All cameras should eventually be moved to lua.Spawn_Retard wrote:could it be a feature though, instead of a lua and a meta key?
Re: Standard camera mode.
One default engine camera.Google_Frog wrote:And what do users see if luaui crashes?
Re: Standard camera mode.
BINGORegret wrote:One default engine camera.Google_Frog wrote:And what do users see if luaui crashes?
Re: Standard camera mode.
i think the rotating would be very useful.It might be even added to TA-style overview camera because rotation is the only thing taht this cam mode lacks.
That could be the "default engine camera".
That could be the "default engine camera".
- BrainDamage
- Lobby Developer
- Posts: 1164
- Joined: 25 Sep 2006, 13:56
Re: Standard camera mode.
http://springrts.com/phpbb/viewtopic.ph ... 67#p397067Regret wrote:All cameras should eventually be moved to lua.Spawn_Retard wrote:could it be a feature though, instead of a lua and a meta key?
hypocrisy much?
let me paraphrase it here, changes marked italic
Regret wrote:a) having new widget is good
b) losing a feature from engine for no reason (cameras do not prohibit anything while being an engine feature) despite having a widget replacement is bad
c) having both the widget AND the current engine feature is better than having just a widget
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Re: Standard camera mode.
engine fixes are always better than widgets, because widgets lose compatability between spring versions
Re: Standard camera mode.
no uBrain Damage wrote:http://springrts.com/phpbb/viewtopic.ph ... 67#p397067Regret wrote:All cameras should eventually be moved to lua.Spawn_Retard wrote:could it be a feature though, instead of a lua and a meta key?
hypocrisy much?
let me paraphrase it here, changes marked italicRegret wrote:a) having new widget is good
b) losing a feature from engine for no reason (cameras do not prohibit anything while being an engine feature) despite having a widget replacement is bad
c) having both the widget AND the current engine feature is better than having just a widget
Changing words is very mature, even if you point out what you changed, it deforms the original point which was specific to the thread.
This is completely different as current camera system conflicts with additional lua cameras, so one has to go or a new system has to be made for both to function together.
Re: Standard camera mode.
My request: engine support for rotating the minimap. Rotating the minimap in Lua means re-implementing a farktonne UI stuff, the kind of thing that will break between versions. With rotatable minimap, the rotatable cameras will be much more usable.
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- Posts: 834
- Joined: 19 May 2009, 21:10
Re: Standard camera mode.
+1Pxtl wrote:My request: engine support for rotating the minimap. Rotating the minimap in Lua means re-implementing a farktonne UI stuff, the kind of thing that will break between versions. With rotatable minimap, the rotatable cameras will be much more usable.
Even /viewtaflip does not flip minimap.
Re: Standard camera mode.
+1Pxtl wrote:My request: engine support for rotating the minimap. Rotating the minimap in Lua means re-implementing a farktonne UI stuff, the kind of thing that will break between versions. With rotatable minimap, the rotatable cameras will be much more usable.
there is a subforum somewhere i think.
Re: Standard camera mode.
Not really. You can just screen-cap it, store it a texture, put it on a quad, rotate it. Which is pretty much all you'd want to do in the engine to flip it.Rotating the minimap in Lua means re-implementing a farktonne UI stuff, the kind of thing that will break between versions. With rotatable minimap, the rotatable cameras will be much more usable.
It'd be better to open the engine up more, so that it's easier to implement a custom minimap, imo.
Re: Standard camera mode.
Easier said than done, it's quite hard to remake the engine minimap in lua in current Spring.Argh wrote:Not really. You can just screen-cap it, store it a texture, put it on a quad, rotate it. Which is pretty much all you'd want to do in the engine to flip it.
It'd be better to open the engine up more, so that it's easier to implement a custom minimap, imo.
Re: Standard camera mode.
What's the problem? When DrawInMiniMap() operates, the minimap's already drawn.
Get the relative position of that, and capture that portion of the framebuffer in a bitmap (to see how to create a bitmap in Spring, read the P.O.P.S. source, it's really easy). By definition, it won't capture the quad you drew last DrawInMiniMap(), if you do the capture operation first, because it hasn't been drawn yet.
Then put that bitmap on a TexRect, rotate it 90 degrees, and voila. Perfect rotation. Now, will all the icons be "right side up"? No. But it will work, and it's pretty easy.
Meh, wish I wasn't so busy atm, this really is pretty straightforward OpenGL. Doing something more complicated... not so much. Google "how to capture screen OpenGL".
Get the relative position of that, and capture that portion of the framebuffer in a bitmap (to see how to create a bitmap in Spring, read the P.O.P.S. source, it's really easy). By definition, it won't capture the quad you drew last DrawInMiniMap(), if you do the capture operation first, because it hasn't been drawn yet.
Then put that bitmap on a TexRect, rotate it 90 degrees, and voila. Perfect rotation. Now, will all the icons be "right side up"? No. But it will work, and it's pretty easy.
Meh, wish I wasn't so busy atm, this really is pretty straightforward OpenGL. Doing something more complicated... not so much. Google "how to capture screen OpenGL".
Re: Standard camera mode.
And then recreate unit selection through minimap, giving orders etc.Argh wrote:What's the problem? When DrawInMiniMap() operates, the minimap's already drawn.
Get the relative position of that, and capture that portion of the framebuffer in a bitmap (to see how to create a bitmap in Spring, read the P.O.P.S. source, it's really easy). By definition, it won't capture the quad you drew last DrawInMiniMap(), if you do the capture operation first, because it hasn't been drawn yet.
Then put that bitmap on a TexRect, rotate it 90 degrees, and voila. Perfect rotation. Now, will all the icons be "right side up"? No. But it will work, and it's pretty easy.
How would you do that?
Re: Standard camera mode.
Offset the orders / attempts. If you rotate it... X becomes Y, or negative X / negative Y, if an order's passed and mouse is within the bounds of the minimap.
Re: Standard camera mode.
What about custom formation widget drawing order lines on minimap?Argh wrote:Offset the orders / attempts. If you rotate it... X becomes Y, or negative X / negative Y, if an order's passed and mouse is within the bounds of the minimap.