Camera position / type requests.

Camera position / type requests.

Requests for features in the spring code.

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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Camera position / type requests.

Post by Argh »

This is neither a quickie, nor likely to be granted any time soon, but I thought I'd ask for it anyhow. Basically, I'd like to have two new Camera Views in the GUI, for mods which encourage players to take command of vehicles personally.

One would be the "Freelancer camera". Basically, it's a fixed-position third-person POV, set at a modder-defined position and angle XYZ, usually well behind the vehicle, angled slightly downwards. In this POV, you'd use the mouse to designate the point in space you'd like your available weapons to fire, and a left-click would fire all weapons able to bear on that point. This would be a great POV for flying things and units where most guns bear to the front of the unit.

The second would be a "turret camera". This is like the Freelancer camera, only instead of being fixed, it rotates freely around the designated point XYZ at a distance from the unit determined by the modder, and hopefully with ground-detection support so that it won't go underground. In this mode, a crosshair is always centered on the screen, and users would then left-click to fire to the crosshair position. This would be a very useful for things like big battleships, tanks with guns on side-arcs, and other things that are big and have a lot've different guns.

Lastly... the current FPS viewpoint needs to be set by a modder-defined position and angle XYZ in the FBI file, instead of being from the unit's Origin as defined in the 3DO/S3O. I should be able to put the unit's Origin in the ground to bury some of the hitsphere if I want to- the only good solution I've been able to reach for certain units, where putting it above ground means that an unrealistic amount of volume is being "occupied" for hit-detection purposes. Short of having multiple hitspheres or a proper hit-detection mesh, where this problem becomes irrelevant, this is a must...
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

RAT RACE CAM -> Go for it.... :lol:
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Something about the camera that I would really love:
- Make the rotatable overhead camera zoom along its axis, and not along the vertical.

Then it would be the best camera mode that I would use all the time.
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Cabbage
Posts: 1548
Joined: 12 Mar 2006, 22:34

Post by Cabbage »

i always play with rotatable overhead and like it how it is :P
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

I like it too, but I would love it even more if zooming didn't make me lose focus. See, I have to play in relatively low resolution, so I have to keep zooming in and out, and currently any zooming makes me lose focus of what's in the center. Simply changing the axe of the zoom shouldn't be too hard, and would really bring alot more usefullness to that view.
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Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

What we really need is for the damned tab zoom to zoom into where you're looking at and look at it, rather than stupidly zoom directly above it.
zwzsg wrote:I like it too, but I would love it even more if zooming didn't make me lose focus. See, I have to play in relatively low resolution, so I have to keep zooming in and out, and currently any zooming makes me lose focus of what's in the center. Simply changing the axe of the zoom shouldn't be too hard, and would really bring alot more usefullness to that view.


Cool, but optional FTW.
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