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-   -   how do you make freecam get closer to things? (https://www.subsim.com/radioroom/showthread.php?t=137669)

Webster 05-31-08 10:54 AM

how do you make freecam get closer to things?
 
like the title says, i want to be able to get closer to things when using the free camera so i looked with 3ditor but could not find the value that controls it.

does anyone know what you need to change to get closer to things and where it is found?

Go4It 06-05-08 11:37 PM

Did u try playing 'round with these valuse an see what happens?

Cameras.dat

#12
FreeMove > FreeMove > MaxAngle
CameraParams > CameraParams > AngularAngle

Never tried it myseld.....

Webster 06-06-08 12:32 AM

Quote:

Originally Posted by Go4It
Did u try playing 'round with these valuse an see what happens?

Cameras.dat

#12
FreeMove > FreeMove > MaxAngle
CameraParams > CameraParams > AngularAngle

Never tried it myseld.....

i played around with all that stuff but nothing seemed to effect it, i foobarred the thing so much i had to replace the whole camera.dat file lol.

i dont think its connected to the freemove angles or height so im puzzled :hmm:

what im interested in is to close in to within about 5 feet of something but right now your backed off about a good 20 feet.

Sailor Steve 06-06-08 06:26 AM

Have you tried the Ship Cam (',' and '.') keys? I'm not using any mods, and I've only played the Navigation training (over and over while I try to adjust my settings), but I've been able to walk around merchant ships like they were my own player ships.

Webster 06-06-08 11:04 AM

Quote:

Originally Posted by Sailor Steve
Have you tried the Ship Cam (',' and '.') keys? I'm not using any mods, and I've only played the Navigation training (over and over while I try to adjust my settings), but I've been able to walk around merchant ships like they were my own player ships.


well im trying to do that but outside the ship, move in close to coning tower, flak gun, deck gun, radar, things like that.

the thing is it stops the free cam from moving in closer but i cant find a value in the freemove section that controls it.

i just have no idea what value it would be called or where to look anymore.

Webster 06-06-08 11:15 AM

Quote:

Originally Posted by Mikhayl
Try to delete the "terraincollider" controller, it should do it :up:

hmmm, that sounds like what i might need, where is it located?

im thinking i can probably just keep it and then mod the distance its set to so i dont end up going through things lol.

Webster 06-06-08 12:33 PM

Quote:

Originally Posted by Mikhayl
It's a "child" of the freecam node, and yes you can also just reduce the collision distance, works fine here.

ok that was it, thanks

i overlooked it because the number looked too small (1.4) assuming its measured in meters.

i knew i was starting out more than 4 1/5 feet away from the hull measuring horizontally, but i guess its measured vertically at the outermost point.

Nisgeis 06-06-08 12:56 PM

Quote:

Originally Posted by WEBSTER
i knew i was starting out more than 4 1/5 feet away from the hull measuring horizontally, but i guess its measured vertically at the outermost point.

The collider object acts on a sphere drawn around the objects. The collision distance of 1.4m would place you 1.4 metres away from the sphere before you bounce off. This is why you can get closer at the bow and stern than you can at the beam.

vanjast 06-06-08 04:12 PM

Can you guys try a negative number and see what happens ?

Maybe one can get inside the sphere...
Come to think of it, I've been though a ship with the RFB mod.
:)

Webster 06-06-08 04:25 PM

Quote:

Originally Posted by vanjast
Can you guys try a negative number and see what happens ?

Maybe one can get inside the sphere...
Come to think of it, I've been though a ship with the RFB mod.
:)

yes negative numbers let you get inside but its all invisable so you dont see the internals like with battle damage holes, but that would have been nice if you could.

what i found was with ships the mast or bridge or upper deck seems to have a seperate sphere as well because i could pass under carriers flight decks and look up into the ship but not through the flight decks themselves. i was also able to move onto the deck of the BB but only a meter or two and was stopped even though i could pass completely through the ship below the deck itself where it was all invisable from the inside. as for going through my sub i could pass through without obstruction.

a zero value stops you at the hull itself which is the visual limits because once you get inside things it all gets transparent anyway so use zero.

Webster 06-06-08 04:50 PM

Quote:

Originally Posted by Mikhayl
Try to reduce the "clipdistance" or something like that in one of the controllers (don't remember which one), this way the objects close to the cam should be drawed.

so your saying that we would be able to actually see the innerds as we pass through? nice! :up:

think i'll play with that over the weekend.

vanjast 06-06-08 05:07 PM

Quote:

Originally Posted by WEBSTER
yes negative numbers let you get inside but its all invisable so you dont see the internals like with battle damage holes,..

Ah! i know what this is... With the 3D models one has to define the visible Normal - a line 90 degrees to the polygon plane . These normals are probably all facing outwards, so the ship side/plane is invisible from the inside
:)

Webster 06-06-08 05:12 PM

Quote:

Originally Posted by vanjast
With the 3D models one has to define the visible Normal - a line 90 degrees to the polygon plane .


my head hurts just from reading that :huh:


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