Camera issue - held needed
by Seth Patchett · in Torque Game Engine · 12/01/2003 (4:58 pm) · 1 replies
In the racing genre game I'm working on, I'm coming across an issue with the 1st and 3rd person camera view.
In 1st person view with the model scaled down to .6m in size the world environment doesn't seem larger as I would have anticipated in relation to the size of the model.
In 3rd person view with the model scaled down to .6m in size the world environment DOES seem larger as I would have anticipated. Though I have come across that no matter what value I assign to the cameraOffset variable within the FlyingVehicleData datablock, it's never correct. It appears preset.
Also in 3rd person it appears that when switching between 1st to 3rd person, the craft in my case, is forced forward X number of meters. Instead of the expected of having the the user perspective being moved backwards X number of meters.
I decided to share my everything above in hoping that maybe someone else has come across one or two of the above issues.
Is there a default cameraOffset in src code? Do I need to implement the src code to support the Cam node from 3DS Max export to DTS for this size? What factors am I'm looking at with scaling everything down?
Could someone either point me in the right direction to find the correct thread or supply some input on how to get this done.
All your help is appreciated. Thanks
- Seth
In 1st person view with the model scaled down to .6m in size the world environment doesn't seem larger as I would have anticipated in relation to the size of the model.
In 3rd person view with the model scaled down to .6m in size the world environment DOES seem larger as I would have anticipated. Though I have come across that no matter what value I assign to the cameraOffset variable within the FlyingVehicleData datablock, it's never correct. It appears preset.
Also in 3rd person it appears that when switching between 1st to 3rd person, the craft in my case, is forced forward X number of meters. Instead of the expected of having the the user perspective being moved backwards X number of meters.
I decided to share my everything above in hoping that maybe someone else has come across one or two of the above issues.
Is there a default cameraOffset in src code? Do I need to implement the src code to support the Cam node from 3DS Max export to DTS for this size? What factors am I'm looking at with scaling everything down?
Could someone either point me in the right direction to find the correct thread or supply some input on how to get this done.
All your help is appreciated. Thanks
- Seth
About the author
Torque Owner Seth Patchett
The answer that I have come across ... (anyone with a different perspective is welcome to post) ... is you will need to set the FOV (field of view) smaller.
Change the value of this variable to what ever happens to work when game play balancing. The easiest approach to doing this, is find within common/server/missionDownload.cs file. You will see something like this
Add the line I have added in bold below
This will give you a global variable to experiment with. In order to play around with FOV settings you can get the FOV value by performing the following action within console [press the "~" key to access console]
In order to set the value while using the console do the following
Just experiment with what does and doesn't work to get the correct game play feel for the FOV.
If any of the members or associates who have a better solution. Please don't hesitate to post. I am all ears for learning new ways to perform actions with Torque.
Enjoy.
- Seth