Fixed Camera's (Resident Evil, Devil May Cry Style)
by Luke Griffin · in Torque 3D Professional · 01/01/2012 (6:55 am) · 7 replies
Hey all,
I've been looking to create a fixed camera system similar to the old Resident Evil/Devil May Cry/Dino Crisis games. I haven't worked a great deal on camera systems in the past, and this is something I've always wanted to do. After looking over the forum's I have seen some references to this style but nothing that would send me in the right direction. I know you can make custom cameras in the level editor, but I'm not sure if they are the same as the standard player and free cameras. Then I would have the problem of maintaining player character control while the fixed camera system is working.
So starting simple, does anyone know how the cameras you can create in the editor function, and how to switch to them?
Thanks in advance!
I've been looking to create a fixed camera system similar to the old Resident Evil/Devil May Cry/Dino Crisis games. I haven't worked a great deal on camera systems in the past, and this is something I've always wanted to do. After looking over the forum's I have seen some references to this style but nothing that would send me in the right direction. I know you can make custom cameras in the level editor, but I'm not sure if they are the same as the standard player and free cameras. Then I would have the problem of maintaining player character control while the fixed camera system is working.
So starting simple, does anyone know how the cameras you can create in the editor function, and how to switch to them?
Thanks in advance!
#2
01/01/2012 (3:31 pm)
In theory you can have a camera in each zone with triggers that changes the camera view to that camera with its target set at the control object. The camera modes can help with half of that the rest is setting up the triggers in Boxed areas.
#3
01/02/2012 (11:16 am)
There's no need for multiple cameras - as you can see in the video, the camera location is swapped fast enough that there are no issues.
#4
01/02/2012 (3:48 pm)
Thanks guys, your input is most appreciated. I got it working using the RTS tutorial. I was surprised at how little you have to do to get it working. Disable first person and move the third person camera to a stationary position which can be moved using triggers. Very surprising indeed.
#5
01/06/2012 (9:29 am)
I've been working on making this function in multiplayer - it's pretty cool.
#6
01/08/2012 (3:19 am)
Well it should work quite well in multiplayer, after all its just changing the third person view settings. The next challenge is limiting the players movements. So they cant look up or down and aiming firing. Because I maintain player controls I can look up while in this view. really makes targeting hard :P
#7
As for the camera control, if you have the cursor shown the camera ignores the mouse. If you're still using keyboard commands to move the player that should still work, too. Then just don't let them toggle the mouse off. This way they can move, use the mouse for interaction and your camera should stay fixed.
Or maybe find it in the default.bind.cs script and unbind the camera from mouse yaw, pitch and roll if you don't want the cursor displayed all the time.
01/08/2012 (7:12 am)
My challenge in multiplayer is that if you host and another player joins the host's camera is placed in the default overhead position from the preparePlayer() function while the new client is handled properly. I have it functioning correctly on a dedicated server, though.As for the camera control, if you have the cursor shown the camera ignores the mouse. If you're still using keyboard commands to move the player that should still work, too. Then just don't let them toggle the mouse off. This way they can move, use the mouse for interaction and your camera should stay fixed.
Or maybe find it in the default.bind.cs script and unbind the camera from mouse yaw, pitch and roll if you don't want the cursor displayed all the time.
Torque Owner Richard Ranft
Roostertail Games
Until then, you can use the information that is in the RTS Prototype along with triggers and spawn points to set up a room-by-room camera switch. To make things easy, in the editor you use the "Drop at Camera with Rotation" setting from the Object menu, then create a new spawn point, aim yourself in the editor for the shot you want, then select the new spawn point and use ctrl-d to place it at your current location with your rotation intact. Then, in your trigger onEnter script you simply set your camera's position and rotation to the desired spawn point's position and rotation.
Hmm, sounds more complicated than it is. Anyway, an example is on the way.