Author Topic: Quick model help.  (Read 1815 times)

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Offline Deepblue

  • Corporate Shill
  • 210
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.

 

Offline Grug

  • 211
  • From the ashes...
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.

 

Offline Deepblue

  • Corporate Shill
  • 210
Those seem to be only for the techroom. I believe the in game value is defined in the model.

 

Offline Grug

  • 211
  • From the ashes...
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

 

Offline Deepblue

  • Corporate Shill
  • 210
I'm talking about the zoom distance for teh external view. You know, when you zoom with the + and -.

 

Offline Grug

  • 211
  • From the ashes...
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.

 

Offline Deepblue

  • Corporate Shill
  • 210
Yeah, I adjusted it. In the techroom it makes a big difference, in the game, not.

 

Offline WMCoolmon

  • Purveyor of space crack
  • 213
the distance is equal to
Code: [Select]
2 * Viewer_obj->radius + (zoom * 4)

In other words, it's calculated depending on the size of the ship.
-C

 

Offline StratComm

  • The POFressor
  • 212
  • Cameron Crazy
    • http://www.geocities.com/cek_83/index.html
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.
who needs a signature? ;)
It's not much of an excuse for a website, but my stuff can be found here

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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Grug

  • 211
  • From the ashes...
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.

 

Offline Deepblue

  • Corporate Shill
  • 210
Ah, so thats it. Omniscaper!!!

 

Offline WMCoolmon

  • Purveyor of space crack
  • 213
The shield mesh should enlarge the radius, yeah. The impression I get is that the radius is there mostly for quick collision detection.
-C

 

Offline Deepblue

  • Corporate Shill
  • 210
Hmm, none of the Vipers have a shield mesh, how would that affect the radius?

 

Offline WMCoolmon

  • Purveyor of space crack
  • 213
It'd just be the hull, then.
-C

  

Offline Deepblue

  • Corporate Shill
  • 210
It doesn't make sense, I can zoom much closer to the Mk. II (19 m) than the Mk. VII (23 m).

 

Offline WMCoolmon

  • Purveyor of space crack
  • 213
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.
-C

 

Offline Deepblue

  • Corporate Shill
  • 210
Thats what I thought... Is there no way of adjusting it with a POF editor?

 

Offline WMCoolmon

  • Purveyor of space crack
  • 213
If PCS doesn't do it, AFAIK, no. It is possible with a Hex Editor though.
-C

 

Offline Grug

  • 211
  • From the ashes...
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.