Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: WMCoolmon on May 26, 2008, 01:14:06 am
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Finally...after months of waiting...I have merged the updated camera code into the stable branch.
Basically, this means the cameras should work now. :p
===A more detailed explanation -
Camera movement is now handled by the AVD Physics system. This stands for Acceleration, constant Velocity, Deceleration. This means that the camera can, in any axis of movement, accelerate up to a speed, maintain that speed, and then decelerate. The system itself supports decelerating to another constant velocity, but this hasn't been extended into the scripting system (It shouldn't require too much effort). This means a graph of a camera's position/velocity will look something like this:
(http://fs2source.warpcore.org/temp/wmc/camera_curve.gif)
===Camera features:
Internally, the camera supports custom orientation and position functions, as well as 'locking' the camera onto an object's submodel and/or locking it to face another object's submodel. The custom orientation/position functions have not been extended to scripting yet.
Valid axis of movement are: X, Y, Z, pitch, roll, bank, FOV.
Valid things to 'mount' camera on: Object, object submodel
Valid things to point camera at: Object, object submodel
Other ways to influence position/orientation: Custom position function, Custom orientation function
I recommend generating a scripting.html, as the new system will add ~a dozen entries.
===More interesting things
The core FS2_Open camera functions have been subverted to give you control over the camera. If you start up a mission, you'll see a camera called "Main camera" - this represents the camera that FS2_Open uses for the player view. You may also see the "SEXP Camera", "Dead Camera", "Player Camera", or "Nav Camera" (Autopilot).
The position/orientation function currently give the final calculated values; I'll probably switch this to the local pre-object-lock values pending more thought.
===The Build:
http://fs2source.warpcore.org/exes/latest/C05252008CAM.zip
===Afterword:
WOOHOO! IT'S FINALLY IN! :D :D :D
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Hell yes.
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What exactly does this mean, and how does one control these cameras? New SEXPs? Or what?
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http://wmc.freespacemods.net/repository/vod.vp
And turn off motion debris, it ruins the effect. :p
EDIT: I should've mentioned, to use this, just drop it in your FS2_Open folder (or mod folder) and run it with the mediaVPs (or without). Then run "Valley of Darkness" from the tech room mission simulator.
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EDIT: had a linker error but that got fixed
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None of this stuff has been committed to SVN yet. Nothing past the first build I posted on the 25th, C05252008, has actually been committed. However, I'm pretty comfortable with this stuff as most of what I've done should make it impossible/extremely unlikely for null pointer errors to occur, or OOB array indexing, etc, it's the overlooked details or unintentional bizarre side effects that I'm mostly concerned about.
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Ah... i thought your recent commit already had this stuff...
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hi guys and very nice work WMCoolmon, is my first post here and i found this game some days ago :D however i put the vod.vp file in a folder "valleyofdarkness" and i load the mod in the launcher, in game when i set the mission in tech room, the game begin but after the end of the introduction come back in the main room do you know why?
thx
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It's just an introduction, which showcases the subtitles, and camera rotation and translation SEXPs (more of a test than anything, really). It was originally going to be the intro to a mission leading up to the mission where you defend the Bastion at the end of Freespace 2, but I never finished it and I'm not planning on picking it back up.
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It's just an introduction, which showcases the subtitles, and camera rotation and translation SEXPs (more of a test than anything, really). It was originally going to be the intro to a mission leading up to the mission where you defend the Bastion at the end of Freespace 2, but I never finished it and I'm not planning on picking it back up.
i'm sorry i don't understood what the modification was
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It's a tech demo of some stuff to make it easier to do cutscenes via the game engine, rather than having to render them.