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Chrono Cross type Camera

by Travis Irby · in Torque Game Engine · 09/12/2004 (9:26 pm) · 7 replies

Hi,

I'm a new torque user just experimenting with this cool engine.

I've been wondering if it is possible to use a Chrono Cross type camera system?

What I mean is the player runs through the scene and the camera doesn't move. Then,
when the player exits the scene a new camera angle is used. (At least thats how I remember it
working)

Theoretically I think I could acomplish this by having many cameras in my mission and use
the correct camera by detecting whether or not the player is in the view of the camera.

Any help would be great!

Thanks,
Travis

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#1
09/12/2004 (11:27 pm)
Hi Travis,

I'm also new to torque and I'm lurking around a while reading and searching everything possible to get a good start on the engine.

I think that is what you need. It's from Thomas Lund:
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5471

Greetings,
Frank
#2
09/13/2004 (3:19 am)
I also made a mix of the mission regions and a stationary camera for each region.

www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5390

The latter can also be done using the Track mode in advanced camera + triggers. It might be a little more flexible to to the latter than using the mission region stuff.
#3
09/13/2004 (6:37 am)
I never got a chance to tell you thanks for that resource, Thomas. It's an excellent camera resource.

Thanks!
#4
09/13/2004 (7:05 am)
...
#5
09/13/2004 (9:54 am)
/me bows

Its far from perfect, but a great addition to the stock TGE camera.

But none of that could have been deon without Cory's base work.
#6
09/13/2004 (7:57 pm)
@Travis-I've modified the advanced camera class to have a bunch of cool features. One of them is a static camera that is actived via a trigger. It smoothly transitions in and out of the set camera positions.
#7
09/15/2004 (3:47 pm)
That sounds great. Thanks everyone!