Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Deepblue on March 11, 2005, 05:51:56 pm
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How do you adjust the distance that you can zoom in on an object in Freespace? The Viper mkVII model does not let me zoom in very close in game.
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I think in the tables with close up position flag.
Will check and be back in a sec.
Update:
Aye, try messing with the:
$Closeup_pos: 0.0, 0.0, -30
$Closeup_zoom: 0.5
values.
If that doesn't work it might be in the pof.
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Those seem to be only for the techroom. I believe the in game value is defined in the model.
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Ah k, then just open up the latest version of modview, and adjust the eyepoint.
Wiki Link is here:
http://dynamic3.gamespy.com/~freespace/fsdoc/index.php?pagename=ModelView%2032
Try position
0,1,4
normal 0,0,1
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I'm talking about the zoom distance for teh external view. You know, when you zoom with the + and -.
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Is that not the eyepoint?
*Checks* No its not.
Hmmm. Then I'd say it would be in that tables.
It has to be one of those two fields above.
Probably the Close_up zoom one.
Have you tried adjusting it?
Set it to something high, and see if it makes a difference.
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Yeah, I adjusted it. In the techroom it makes a big difference, in the game, not.
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the distance is equal to
2 * Viewer_obj->radius + (zoom * 4)
In other words, it's calculated depending on the size of the ship.
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It's calculated on the size of the ship's radius. I have noticed that some ships converted with the Max plugin have radii much larger than the physical model. Not sure why though.
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Ahhh. Strange.
It's not including the shield mesh in it calculations is it?
If so maybe you can shrink the shield to be more efficient for a temporary fix.
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Ah, so thats it. Omniscaper!!!
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The shield mesh should enlarge the radius, yeah. The impression I get is that the radius is there mostly for quick collision detection.
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Hmm, none of the Vipers have a shield mesh, how would that affect the radius?
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It'd just be the hull, then.
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It doesn't make sense, I can zoom much closer to the Mk. II (19 m) than the Mk. VII (23 m).
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Well as near as I can tell, the radius is read from the model file; so it's the responsibility of the converter to set it up, not the game itself.
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Thats what I thought... Is there no way of adjusting it with a POF editor?
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If PCS doesn't do it, AFAIK, no. It is possible with a Hex Editor though.
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Actually, if your using the max converter, try checking where you'd placed the dummies etc.
That might be effecting the radius calculations also, if you have them in ackward locations etc, such as further out etc.
All else considerd, try comparing the two files, seeing where the differences are in the pre-pof files.