![]() |
[REQ] FOV increase?
Just wondering if there is anyway to increase the player FOV?
id feel more claustrophobic moving around the sub with a higher one. :yeah: I don't mind where it is right now but I usually prefer it bigger than what it is at the moment which seems to be around 90. Is it possible? Thanks in advance. :rock: |
nothing can be done? really?... :shifty:
being up top at the conning tower with a 115 fov would make the sea seem so vast and epic though!!! :cool: throw me a bone here. |
Hello DanceCommander.
I don't know anything of fov. If you increase the fov you will see more or less what? A SH5 file for such things should be data/Library/cameras.cam and the related gr2 file. :hmmm: Open the gr2 in goblin editor and merge the cam file and look for fov options. :06: PS Or use the S3D with the cam file? |
Yep, Silent 3ditor would help here. Open up cameras.cam inside it and find the nodes for cameras you want to change fov for. For example, for Conning Deck camera, it'll be nodes 20-30. For each camera there's a node called CameraParams (for conning deck camera it's node 30). Inside this node, there is an item with the same name (CameraParams). This item has several properties, one of which has the funny name "AngularAngle". Tweak it until you find the one you like. I can't tell you exactly what cameras you need to change, but be aware that changing periscope/UZO cameras will make any targeting tools (graticules, RAOBF, etc) invalid, as they are usually calibrated to certain FOV.
|
Just had a look... this all seems way to complex for me.:wah:
ill try and figure it out. Im guessing this is an easy job for someone who knows what the hell they are looking at? thanks for the responses! |
Quote:
Quote:
How can I get information about what CameraParams is assigned to what camera, goblin? I will try. Edit: Thank you, radcapricorn. :ping: |
Quote:
try 90 or 100. both will give a good field of view. |
I tried 115 but I see no difference, maybe I have edited the wrong CameraParams. I changed the value with goblin and I see no node numbers there.
I will try again tomorrow, I go to bed now. :yawn: |
Quote:
thanks for giving it a go :yeah:... would love for you to try again. Would it be possible to make a mod for higher FOV? watch this video to see how changing the FOV effects what one sees on the screen. http://www.youtube.com/watch?v=r7wkHZDkcfA It may be subtle to some of us, but i think it makes a huge difference to immersion :yep: I think a higher FOV... like 115... would be perfect for a game like this. |
It is not as easy as it may seem. Generally speaking, field of view of a "camera" used in 3D rendering is a very sensitive property, and changing it may have adverse effects on what you'll actually see on screen, not to mention possible performance hit. Some rendering algorithms/effects may rely on FOV to be in certain range (i.e. under 90 degrees). Having high FOV also increases image distortion closer to screen edges very noticably (don't forget that such "cameras" do not have actual lens, and both "objective" and "film" are dead flat). And usually, "cameras" define only one FOV, most often the vertical one (can't tell that it is the case in SH5 though). And since actual viewports are usually rectangular, and horizontal FOV ends up being larger, increasing such vertical FOV may lead to total mishaps such as horizontal FOV approaching 180 degrees, thus crippling rendering entirely.
I agree that some scenarios only benefit from increased FOV, but the subject should be approached very carefully. |
I wonder if a modified FOV would interfer with the real navigation mod. I mean that if the fov is too great, even the 3d stars position will be affected by distorsion. So, all measurments in real navigation mod might be false ? :hmmm:
|
No, it wouldn't. Even without looking at TDW's code I can tell you this much. To implement absolutely real celestial navigation... that'd be a product of its own. And I won't even start on what if such things were possible in SH5 engine...
Edit: on the other hand, if by real navigation you mean manual calculations using sextant, then it might be affected. |
Im sure your ROABF scale will also be affected if you use it
|
Quote:
So, i wonder if the use of sextant (the one from "real navigation mod") with a too high fov value will give false stars measurements, each time one use it. And you seem to agree with me... |
Well, using sextant was pretty damn pointless in previous SH games, because the Earth was flat. Now I can't tell for sure if that's the case for SH5, but my gut tells me it is.
And what I meant earlier was literally not screen corners, but edges: generally speaking, the further away a point is from viewport center, the greater is distortion. The greater is the field of view, the greater this distortion is. In other words, distortion is always there (yep, in any game, at least of those that I know of), it's a matter of "how much". PS. I've recently checked: AngularAngle parameter is horizontal field of view for the camera at 1x zoom. |
All times are GMT -5. The time now is 06:44 PM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.