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View Full Version : [HELP] Trying to mod cameras.dat


Quagmire
12-01-07, 12:55 AM
Man am I out of my league! I am trying to add the ability to move around the deck of the sub from the ROW camera mod into the TM 1.7 cameras.dat. I hate having my feet nailed to the deck!

Anyway I tried using the S3D editor and I am completely confused. I see the dummy_cam_conningdeck entry but how do you add the freecam item to it???

:help:

THANKS!
.

Quagmire
12-01-07, 11:26 AM
Aww come on. I know somebody is an expert at this. Sergbuto? Leovampire?
.

Ducimus
12-01-07, 12:46 PM
Man am I out of my league! I am trying to add the ability to move around the deck of the sub from the ROW camera mod into the TM 1.7 cameras.dat. I hate having my feet nailed to the deck!

Anyway I tried using the S3D editor and I am completely confused. I see the dummy_cam_conningdeck entry but how do you add the freecam item to it???

:help:

THANKS!
.

It's not easy. At least, i dont think it is, because im not all that familar with the exporting and importing of data chunks with S3D yet. I was looking at this last night and i *think* i have an idea of what they did, but i really can't say for sure.

Suffice to say, i think i understand why some parts of the camera (such as the career room) were fixed. I beleive they canabalized other nodes for the parameters they wanted, and moved them into the deck view, OR the imported new chunks altogether.

Nodes have to have a unique ID. This much i know.



On a noteTotally unrelated to the bridge view...

I was working on my own idea for a camera mod, and learned somethign else. What I want, is the object view, to ONLY be on the players sub. NOTHING ELSE. (this way you can look at your sub while beign depth charged, but being unable to cheat and look at what the destroyer is doing on the surface.

I tried to hack that functionaliy into the freecam view, but if you look at the object view, it instantiates a new node to fix the camera onto. ( you could call it a nested node i suppose). Without that node it won't work because the camera has nothing to attach itself too.

Ducimus
12-01-07, 11:13 PM
Some good news. I amanged to get the moveable bridge view back. Testing it now, but it looks like its working. Basically i canabalized the radio room free view for the functionality (what radio room? isnt used in Sh4), and made it a child of the conning tower bridge view, and removed the other conflicting parameters.

Quagmire
12-01-07, 11:35 PM
Great! That is exactly what I was trying to do. I am looking forward to your work.

I too tried my best to understand that S3D thingy. I can change existing values just fine but its the whole import/export thing that has my mind blown!
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De@dMe@t
12-01-07, 11:44 PM
Sergbutos camera mod runs fine in 1.4 and doesnt mess anything up, plus it ran alongside the old 1.3 row camera version 2 and actually sorted the locking up in the office that stopped you looking at medals properly ect. just thought id mention it

Ducimus
12-02-07, 12:01 AM
I expanded the view on the office a tiny bit. Testing it on my career game now before i post it.

De@dMe@t
12-02-07, 12:11 AM
gj thanks :up:

skwasjer
12-02-07, 08:00 AM
Import/export is actually not that hard.

To export a chunk, select it, right click and choose Export > Raw chunk
A dialog pops up asking you if you want to export the chunk including its header or without it. Leave the header in. Click OK.
Save the chunk somewhere. Give it a name that describes the chunk (for instance, 'chunk 10, node - AIRadar.rawchunk'
Repeat for additional chunks. You can only export a single chunk every time.Open the file you in which you wish to import the chunks. You can import the chunks in the same file if you want.

Select the chunk where you want to insert the imported chunk. Chunks that are imported are always inserted before the currently selected chunk.
Right click and choose Import > Rawchunk, and select the rawchunk-file you want to import.
A dialog pops up asking you how to import the chunk:
Since we exported 'with' a header, we need to select the first radiobutton.
Since we want to import the chunk as a new chunk, we leave the checkbox off.
Click ok to import the new chunk, repeat for all chunks.
Final step is to correct any id's/parent id's. If we want to 'clone' a chunk, we need to give it a new id. Any child chunks need to have their parent id field changed.That's about it.

Quagmire
12-02-07, 11:39 AM
Thanks Skwasjer!

By any chance have you released a tutorial for your fine tool?
.

kriller2
12-02-07, 11:59 AM
If you want help with the camera.dat, try contacting l3th4l, he is the one responsible for all the camera modes in ROW with cooperation of Sergbuto.

skwasjer
12-02-07, 06:14 PM
Thanks Skwasjer!

By any chance have you released a tutorial for your fine tool?
.
Nope, not yet anyway (I have a doc in the works on the file format itself). I was hoping DivingDuck would get a chance to write the documentation at some point, as he offered to a while back but he's a busy man like everyone else. If anyone is interested in writing tutorials they have my blessing. I'll be happy to host/mirror them on my site as well.

As far as your cameras issue, I can't really help. I'm totally clueless on modding the game itself (ironicly). :smug: