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View Full Version : [REL] Extended Free Camera Height


Beery
04-12-07, 06:02 PM
Here it is (this is the latest version):

http://www.beerymod.com/SH4/BeeryCamera3.7z

I have no idea what the maximum height it is (I'm terrible at figuring out hex code) - but it looks like at least a couple of thousand feet. It won't let you get beyond the outer limit of the 3D environment so that's good - I spent a long time making sure it didn't. Basically I got to this through trial and error. Maybe someone who understands hex stuff can tell me exactly how high the camera goes.

Here's an image taken from a bit below the maximum height (before the ground starts doing that weird flashing thing it does when the view gets high):

http://img.photobucket.com/albums/v207/Beery/PearlHarbor.jpg

Sturm
04-12-07, 06:11 PM
Original value was 70, yours is 1120. I guess they are using meters.

Boris
04-12-07, 06:11 PM
Much better Beery, thanks :up:

Mush Martin
04-12-07, 06:52 PM
Beautiful thanks Beery:up::up::up:

MM

Beery
04-12-07, 09:24 PM
Original value was 70, yours is 1120. I guess they are using meters.

How can you tell that stuff? I'm using Hex Workshop and even when I use the converter thingy none of the numbers is anywhere near 1120.

Hehe, I reckon if I knew what I was doing, what took me hours today might have taken only a few minutes.

Jungman
04-12-07, 10:02 PM
Online convertors, remember to make it backwards. |00 00 38 42| would be 42380000 = 46 (the speed of our fast Mark 14 torpedo!)

http://babbage.cs.qc.edu/IEEE-754/32bit.html Hex single point IEEE format to decimal


http://babbage.cs.qc.edu/IEEE-754/Decimal.html decimal to Hex single point IEEE format.

It is a goofy format, I barely remember why from Computer Science class. Its format uses a coded mantissa and exponent to make more effecient calculations. Not a true hex number per sey. You can also represent those odd numbers like -9, or stuff like 0.00345 or 3.141526 E^6 power using this format.

Probex
04-13-07, 02:10 AM
Thanks for your mod Beery!


I was wondering whether you could just as easily increase the zoom-in distance as well. I find that I can't zoom in close enought to look at the ships.



S!

CaptainCox
04-13-07, 02:19 AM
Brilliant just what I needed to follow those "AM6's" around ;)

W_clear
04-13-07, 04:00 AM
I need it.Thanks.

L3TUC3
04-13-07, 04:10 AM
Great stuff.

Does this also increase the external camera speed? That's something I'd like very much. Zooming around to get close to anything from the sub is rather slow and using the "next target" button only resets your camera back to the sub once you leave it.

CaptainCox
04-13-07, 04:31 AM
You think its slow even holding down "shift" while in cam mode ?

Sturm
04-13-07, 05:08 AM
How can you tell that stuff? I'm using Hex Workshop and even when I use the converter thingy none of the numbers is anywhere near 1120.

Do it like I have done in image below. Value you should look is 32bit float. There is usually one space after each variable and the value is next four characters (if the value is 32bit float).
I use Base Converter to convert from decimal to hex value.
http://koti.mbnet.fi/sh3/images/Image2.jpg

Beery
04-13-07, 07:28 AM
Do it like I have done in image below. Value you should look is 32bit float...

Ah thanks so much! I'll take another look at it now that I know a bit more about what I'm doing.

ReallyDedPoet
04-13-07, 07:32 AM
Nice work:up:

tater
04-13-07, 08:21 AM
They did a better job with PH than Pacific Fighters did, but why did they add those docks to Ford Island?

It's interesting that many of the physical errors in places come from adding too much.

http://www.history.navy.mil/photos/images/g270000/g279385.jpg

Sailor Steve
04-13-07, 11:02 AM
Yet another cool Beery idea! Looks great!

Beery
04-13-07, 11:09 AM
I was wondering whether you could just as easily increase the zoom-in distance as well. I find that I can't zoom in close enought to look at the ships.

I'm not sure what to look for in order to do that. If I knew the variable to look for I'd be on it like a shot. :up:

As for it being just as easy, hehe I hope it wouldn't be the same level of easy - getting the mod to give the right maximum height took me something like 5 hours yesterday, LOL. Of course now I'm a bit more familiar with the way the info is arranged it should be a lot easier next time.

Beery
04-13-07, 11:52 AM
Actually I just found the number that controls the camera's ability to get close to objects. The only problem is that it affects the free camera's load time a bit if you set it too close. I'm going to play around with it a bit and see what I can come up with. I think I'll probably set it to about 6ft so that we can get a person's eye view from beaches, docks, etc.

Carcharadidntdoitdon
04-13-07, 12:12 PM
Just wanted to say thanks man :D I zoomed out so far I could make out the curvature of the Earth :D

Excellent piece of work.

Beery
04-13-07, 12:33 PM
Okay, hehe that didn't take long at all. Only 40 minutes.

Here's the new camera: http://www.beerymod.com/SH4/BeeryCamera2.7z

This one goes up to the maximum height (2000m) and gets to within 1.8m of any object. So we can now stand eye-to-eye with the folks walking around at the bases.

Hehe, what a difference it makes knowing what the numbers mean.

tycho102
04-13-07, 12:34 PM
Outstanding job, Beery.
http://tron-chaser.net/images1/ani_emotking.gif

shad43
04-13-07, 12:55 PM
Great work Beery, thanks...was waiting for v2 :up:

Beery
04-13-07, 01:24 PM
Outstanding job, Beery.
http://tron-chaser.net/images1/ani_emotking.gif

Hehe I love that smiley. Never seen that one before. Where did you find that? Not sure I deserve the crown, but the minions worshipping - I can live with that. :-j

Redwine
04-13-07, 02:55 PM
Great ! many thanks ! :up:

CaptainCox
04-13-07, 02:55 PM
Hm small prob...not sure if it is related. When i hit Shift+F2(free cam on that station) the cam just start going off by itself...mostly backward it seems...have not tried without this mod ( I guess I should have before speaking)

Beery
04-13-07, 04:50 PM
Hm small prob...not sure if it is related. When i hit Shift+F2(free cam on that station) the cam just start going off by itself...mostly backward it seems...have not tried without this mod ( I guess I should have before speaking)

If you're on the bridge the Shift+F2 free camera will do that. It does it in the stock game too.

CaptainCox
04-13-07, 11:18 PM
Ahhh ok, cheers Beery.

Snacko
04-14-07, 08:38 AM
Okay, hehe that didn't take long at all. Only 40 minutes.

Here's the new camera: http://www.beerymod.com/SH4/BeeryCamera2.7z

This one goes up to the maximum height (2000m) and gets to within 1.8m of any object. So we can now stand eye-to-eye with the folks walking around at the bases.

Hehe, what a difference it makes knowing what the numbers mean.Outstanding Beery! Thanks for all that time you spent. I just downloaded this and will give it a try in a few minutes. I wanted to zoom in much closer and so this sounds like it will do the job.

Also, I saw that you have your site www.beerymod.com. Does your site have a SH4 page for your new mods?

Thanks again mate!

Beery
04-14-07, 09:27 AM
Also, I saw that you have your site www.beerymod.com (http://www.beerymod.com). Does your site have a SH4 page for your new mods?

Not yet. My web publishing software is still suffering ill effects from the recent system crash I had where I had to re-install Windows. I'm considering whether to re-install it or buy another (better) web publishing program. In the meantime I'll just keep hosting the mods there and advertising them here.

Snacko
04-14-07, 10:10 AM
Ah.. Ok.

Well I just tried this mod and it is nice to be able to zoom in and out so much more.

I now see that it only works for the F11 Free Camera view, but not the Unit View. If you ever get it to work for the Unit Camera as well, that would be fantastic!

Great work!

Beery
04-14-07, 10:49 AM
I now see that it only works for the F11 Free Camera view, but not the Unit View. If you ever get it to work for the Unit Camera as well, that would be fantastic!

Ooh! Great idea! I'll look into that as soon as I get the chance. It may be tomorrow or Monday though, as we have family visiting today so I have to help clean the pig sty that is my house.

wingtip
04-15-07, 12:07 AM
i gotta tell ya, on my computer it runs this sim flawless and dont even have the logbook lag and when i installed your cam mod and watched a mission i edited with lots of airpower, WOW....just WOW..... I make movies and cant wait to edit some of this footage together.. the only thing i need now to keep the cam smooth is to find a way to adjust the cam speed... i'd like to set it to match the planes speeds (which i can manipulate in the editor) so i can follow more smoothly for recording. Is this possible?????????????????????????????????

is it anything to do with these lines?


[Cmd92]
Name=Move_forward
Ctxt=1,2,3,5,9,11
Key0=0x26,R,""
Key1=0x26,Rc,""
;Key2=0x68,R,""
;Key3=0x68,Rc,""
[Cmd93]
Name=Move_forward_fast
Ctxt=1,2,3,5,9,11
Key0=0x26,Rs,""
Key1=0x26,Rcs,""
;Key2=0x68,Rs,""
;Key3=0x68,Rcs,""
[Cmd94]
Name=Move_backward
Ctxt=1,2,3,5,9,11
Key0=0x28,R,""
Key1=0x28,Rc,""
;Key2=0x62,R,""
;Key3=0x62,Rc,""
[Cmd95]
Name=Move_backward_fast
Ctxt=1,2,3,5,9,11
Key0=0x28,Rs,""
Key1=0x28,Rcs,""
;Key2=0x62,Rs,""
;Key3=0x62,Rcs,""
[Cmd96]
Name=Strafe_left
Ctxt=1,2,3,5,9,11
Key0=0x25,Rc,""
Key1=0x25,Rm,""
[Cmd97]
Name=Strafe_left_fast
Ctxt=1,2,3,5,9,11
Key0=0x25,Rcs,""
Key1=0x25,Rsm,""
[Cmd98]
Name=Strafe_right
Ctxt=1,2,3,5,9,11
Key0=0x27,Rc,""
Key1=0x27,Rm,""
Key2=0xb0,Rc,""
[Cmd99]
Name=Strafe_right_fast
Ctxt=1,2,3,5,9,11
Key0=0x27,Rcs,""
Key1=0x27,Rsm,""
Key2=0xb0,Rcs,""
[Cmd100]
Name=Strafe_up
Ctxt=1,2,3,5,9,11
Key0=0x24,R,"Home"
Key1=0x24,Rc,""
Key2=0x67,R,""
Key3=0x67,Rc,""
[Cmd101]
Name=Strafe_up_fast
Ctxt=1,2,3,5,9,11
Key0=0x24,Rs,""
Key1=0x24,Rsc,""
Key2=0x67,Rs,""
Key3=0x67,Rcs,""
[Cmd102]
Name=Strafe_down
Ctxt=1,2,3,5,9,11
Key0=0x23,R,"End"
Key1=0xb1,Rc,""
Key2=0x61,R,""
Key3=0x61,Rc,""
[Cmd103]
Name=Strafe_down_fast
Ctxt=1,2,3,5,9,11
Key0=0x23,Rs,""
Key1=0xb1,Rcs,""
Key2=0x61,Rs,""
Key3=0x61,Rcs,""

Probex
04-15-07, 01:12 AM
Thanks Beery! Well done!

Beery
04-15-07, 06:22 AM
I now see that it only works for the F11 Free Camera view, but not the Unit View. If you ever get it to work for the Unit Camera as well, that would be fantastic!

I've tried to find the value that controls how close the camera can get in the unit view, but I can't find it to save my life. One thing I did manage to change was the career room camera - gave it a bit more freedom to pan around the room, but I'm sure people won't exactly be desperate to get that, LOL.

Today I'm going to try transposing numbers over from the museum camera - that gets closer than the unit camera, so I might be able to track it down that way.

Beery
04-15-07, 06:28 AM
i'd like to set it to match the planes speeds (which i can manipulate in the editor) so i can follow more smoothly for recording. Is this possible?????????????????????????????????

I think you can follow the planes using the unit camera (the < and > keys). That might be the best way to do what you want. I believe it is possible to adjust camera speed of movement, but I think the speed is determined by the cameras.dat file.

Redwine
04-15-07, 06:50 AM
Hi Beery... did you found the lines to adjust the initial external camera range ?

I was looking but it is not quick to identify, i want to reduce it at almost a half.

:up:

TopcatWA
04-15-07, 07:16 AM
:up: Great Job! Just like having Google Earth back in the 40's

Skweetis
04-15-07, 09:17 AM
Hey Beery,

I've tried and tried to get the unit view to go in closer for a few days now, with no joy. I've changed the collision radius, but it seems that only applies to other objects.

One thing I have noticed, sometimes when submerged, the camera will go in closer than it does when you are on the surface...

Good luck, I hope you figure this one out! :D

Cheers.

Beery
04-15-07, 09:20 AM
I found how to adjust the initial position of the Object View camera, which means I was able to get it closer (but it doesn't go as far out). I figured that players would prefer a range of movement that was closer in order to get a more cinematic experience. The new version also has the career room (office) camera changes.

Get it here: http://www.beerymod.com/SH4/BeeryCamera3.7z.

Beery
04-15-07, 09:40 AM
Strangely, the initial camera position is governed by the info block called 'AngularAngle', which seems totally unintuitive, at least to me. I found it by comparing the object camera to the museum camera (which gets closer to the objects than the object camera).

Anyway, the only real value difference was the AngularAngle. I changed it and to my surprise it worked. I ended up making it a bit closer than the one for the museum view.

Beery
04-15-07, 09:49 AM
Hi Beery... did you found the lines to adjust the initial external camera range ?

I was looking but it is not quick to identify, i want to reduce it at almost a half.

:up:

It's probably the free camera 'AngularAngle' value. It's set to 46 (hex 00003842) in the standard game. Changing it to 23 (hex 0000b841) should do it.

Snacko
04-15-07, 11:52 AM
I now see that it only works for the F11 Free Camera view, but not the Unit View. If you ever get it to work for the Unit Camera as well, that would be fantastic!
I've tried to find the value that controls how close the camera can get in the unit view, but I can't find it to save my life.From playing the game I'm not so sure that those zoom limits are totally separate. In Unit View for my sub, sometimes I can zoom in very close,... then other times I can't get close at all.

It seems as though if I go to unit view while the sub is submerged, I can zoom in on the side of the sub very close. But if I go to unit view for the sub while it is surfaced, I can't zoom close at all.

Also, if I go to unit view while the sub is submerged, I can zoom close, then while still in that view, I surface and now I can still zoom in close while in unit view.

Just my observations so far...

Redwine
04-15-07, 05:48 PM
Hi Beery... did you found the lines to adjust the initial external camera range ?

I was looking but it is not quick to identify, i want to reduce it at almost a half.

:up:
It's probably the free camera 'AngularAngle' value. It's set to 46 (hex 00003842) in the standard game. Changing it to 23 (hex 0000b841) should do it.

:up::up: Many thanks ! I will try..

Soviet_Warlord
04-21-07, 03:10 PM
Is this mod compatible with 1.2? I noticed that 1.2 changed the cameras file...

Snacko
04-21-07, 03:44 PM
Yea, I noticed that too. I had this mod installed and the 1.2 patch overwrote this mod.

U56_Dragon
04-21-07, 03:52 PM
Yeah....NOW THAT'S WAY BETTER.
Good job sir.
Dragon
Uss_Nogard_SS56

sqk7744
04-25-07, 12:51 AM
Bravo Beery, take a bow! :up::up::up:

That Flashy'stuff from high alt reminds me of overlapping scenery layers in Flightsim, when a higher layer gets a lower priority by mistake. E.G.: an airport is placed a layer below the terrain/scenery layer mesh

Also, I saw that you have your site www.beerymod.com (http://www.beerymod.com). Does your site have a SH4 page for your new mods?
Not yet. My web publishing software is still suffering ill effects from the recent system crash I had where I had to re-install Windows. I'm considering whether to re-install it or buy another (better) web publishing program. In the meantime I'll just keep hosting the mods there and advertising them here.
---
Hey Beery, give Dreamweaver, Fireworks or Flash 8 pro a run around the block. It's free for first 30 days (full versions)
http://www.adobe.com/downloads/ Click-on "Try"

Feel free to zap me a PM w/ any ?'s

Beery
04-25-07, 11:18 AM
Is this mod compatible with 1.2? I noticed that 1.2 changed the cameras file...

It does work with 1.2, but I'm not sure why. The file changed a lot from 1.1 to 1.2 but I'm not sure what changes were put in there, because switching the cameras file doesn't seem to make any noticeable difference.

Snacko
04-25-07, 12:01 PM
Beery, are you going to mod this new 1.2 file just to be safe?

I guess if we start having problems we can always just restore the original.... :hmm:

Beery
04-25-07, 12:35 PM
Beery, are you going to mod this new 1.2 file just to be safe?

I have it all ready in RFB. I just haven't got around to putting it in a separate download yet. If I don't forget again I'll get it done later today. I'd do it now but I have to go out for a couple of hours.

Soviet_Warlord
04-26-07, 03:45 PM
Beery, are you going to mod this new 1.2 file just to be safe?
I have it all ready in RFB. I just haven't got around to putting it in a separate download yet. If I don't forget again I'll get it done later today. I'd do it now but I have to go out for a couple of hours.

Don't forget Beery :p

Beery
04-26-07, 11:25 PM
Hehe I forgot. But here it is:

http://www.beerymod.com/SH4/BeeryCamera4.7z

Snacko
04-27-07, 08:50 AM
Got it! Thanks Beery.. I'll give it a try tonight.

EinsteinEP
05-01-07, 11:25 PM
I can't seem to get this mod to work. I copied Cameras.dat to my sh4\data\library folder, started SH4, and the free camera height was still limited to 70m.

So then I figured out how to do decimal to IEEE / Hex conversions, got a free hex editor (yay, frhed!), then made the changes myself.

Pretty sure I was changing the right value (MaxHeight), in the right file (Cameras.dat), in the right folder (sh4, not sh3), but nothing I did seemed to make a difference.

I'm on travel for work, but when I get home I'll try again, but anyone have any ideas (other than that I'm an idiot)?

EP

Snacko
06-25-07, 11:34 AM
Hehe I forgot. But here it is:

http://www.beerymod.com/SH4/BeeryCamera4.7zFYI:
This is obviously a SH4 mod, right? But your 'Readme Camera Mod.rtf' file says this:
"Version 4 is configured to work with SH3 version 1.2."

Beery
06-25-07, 11:37 AM
Hehe I forgot. But here it is:

http://www.beerymod.com/SH4/BeeryCamera4.7zFYI:
This is obviously a SH4 mod, right? But your 'Readme Camera Mod.rtf' file says this:
"Version 4 is configured to work with SH3 version 1.2."

Yeah, a typo. I spent so long working on SH3 that it's hard to drop old habits.

Webster
06-25-07, 01:34 PM
Original value was 70, yours is 1120. I guess they are using meters.

How can you tell that stuff? I'm using Hex Workshop and even when I use the converter thingy none of the numbers is anywhere near 1120.

Hehe, I reckon if I knew what I was doing, what took me hours today might have taken only a few minutes.

maybe you can roll it back to 1000 max so that flashy stuff doesnt show up at all.

the_belgian
06-25-07, 03:35 PM
So now we will be able to stand on the golden gate bridge and wave to our sub passing it!:p

Saintaw
07-02-07, 11:19 AM
Beery,

both files I downloaded here showed to be corrupt when trying to extract them using 7zip latest version. I guess it must be on my end, what archiver do you recommend?

SOLVED:

Nevermind, this puter has a mind of it's own...it had decided to use winrar.

Tieg
09-08-07, 03:57 PM
Links don't work anymore :cry:

leovampire
09-08-07, 04:11 PM
http://www.subsim.com/radioroom/showthread.php?t=120160

Nuclearwinter54
04-27-08, 01:04 PM
Are there any alternative links for this mod yet? I would love to use it.