Camera Zoom in Turret View
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Nah, Cannon’s done it for Discovery after seeing w0d’s implementation, and it doesn’t require DirectX hooking or anything of the sort.
Look at dates people, these posts were made two years ago…
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FriendlyFire wrote:
Nah, Cannon’s done it for Discovery after seeing w0d’s implementation, and it doesn’t require DirectX hooking or anything of the sort.Something which I am really hoping for a public release of!
stops contributing to the necromancy in this thread
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i know i dig the post out, but i need a stuff like this, cause drive a BS without moving out the CAMERA is bad, and control the zoom with the mouse wheel can be good, so when i /drive my BS i can see it entirely, not only a small parts^^
And if it can be done without DX hook, its great Any idea of how implement it ?
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I know absolutely no client hooking whatsoever, so I wouldn’t be able to help. Though there has to be a variable somewhere that contains a zoom factor for the turret view camera that can be changed. Or maybe it’s a position thing, I don’t know.
Good luck getting it to work. I’m going to wait for Cannon’s or whomever’s version to be released publicly.
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Yep, as I said on other posts, FW:ToW will be releasing all the new features to the community once it’s out in final release.
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You have to make from constant a dynamic parameter… If you want dynamic zoom in turret view.
[Cockpit] mesh = cockpits\liberty\models\li_freighter_cockpit.cmp int_brightness = 0.500000 head_turn = 30, 120 [CockpitCamera] [TurretCamera] tether = 0.000000, 20, ->230 <---- this constant yaw_rotate_speed = 2.000000 pitch_rotate_speed = 1.500000 accel_speed = 5 [RearViewCamera] view_position = 0.000000, 20.000000, 360.000000
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I think he means the speed at which you zoom in, though I may be wrong.
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I think what he means (I tested this as well) is that you can only zoom out, not in. In order to see what is in front of you you have to actually zoom out, then rotate 180 degrees. Now you are looking at the ‘back’ of the object that is in front of you.
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Great stuff as always adoxa. Is there a way to reverse the scroll? (or invert, if that’s the way you like to roll)
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wrote:
You have to make from constant a dynamic parameter… If you want dynamic zoom in turret view.[Cockpit] mesh = cockpits\liberty\models\li_freighter_cockpit.cmp int_brightness = 0.500000 head_turn = 30, 120 [CockpitCamera] [TurretCamera] tether = 0.000000, 20, ->230 <---- this constant yaw_rotate_speed = 2.000000 pitch_rotate_speed = 1.500000 accel_speed = 5 [RearViewCamera] view_position = 0.000000, 20.000000, 360.000000
Thanks for the Tips
@Adoxa: thanks for the plug in, on ly in turret view s perfect for my use, cause with the limit 101 technique, arrow keys let me move in turret view for my BIG ships in asteroid fields
later, to make player the availability to choose their own keys, if posible^^Thanks again to both of you for the help
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Here’s an update that might do what you mean by zoom in, by switching to a negative z coord. Note that zooming in a lot plays havoc with the camera speed. I’ve also maxed it out at 500k.
@Bob: If by reverse/invert you mean swap the meaning of the wheel direction, then patch the DLL at 0x1009, 0x7D->0x7E and 0x107C, 0x7E->0x7D.
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Thanks adoxa, that works much better.
and a short video…
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@Bob: If by reverse/invert you mean swap the meaning of the wheel direction, then patch the DLL at 0x1009, 0x7D->0x7E and 0x107C, 0x7E->0x7D.
Unfortunately my experience with dll’s end at changing some simple data type stuff out of Limit Breaking 101.
I’ve got no idea how to do that.