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cotpos and cutpoa

PostPosted: Sun Oct 11, 2009 1:19 pm
by boblishman
I have never been able to make a successful camera that always "cuts" from another camera ... :shock:

Do these flags work on their own ... and if so, has anyone successfully made a "cutting" camera ... and more importantly, if you have, could you post your alcscript for me to have a look at (and see how you got it working ) or must they be used in conjunction with other (overriding) flags ?

I would really appreciate some help with this ... it's driving me nuts ...

thanks

Re: cotpos and cutpoa

PostPosted: Sun Oct 11, 2009 2:55 pm
by Jojon
...and the opposite for me, please. :)

Re: cotpos and cutpoa

PostPosted: Mon Oct 12, 2009 11:12 am
by boblishman
Jojon wrote:...and the opposite for me, please. :)

:shock: ... I am not sure what you mean ...? Do you mean that your cameras only cut to each other ?

Re: cotpos and cutpoa

PostPosted: Mon Oct 12, 2009 12:33 pm
by D'Lanor
I guess he means the 1st person camera. If you play 1st person all of that fancy camera work is totally lost on you. That is why Cyan often forces 1st person players into 3rd person.

Re: cotpos and cutpoa

PostPosted: Mon Oct 12, 2009 3:36 pm
by Jojon
Much simpler, actually: I'd like to be have cameras that NEVER cuts, always sliding into the position of the new camera, even if one of these cameras has animation. Currently it seems to me that without cut to position, animation becomes unreliable, or impossible -- hmm, one could, I suppose, get half way, by using "middle-man" cameras, cloning the end positions of the animated one (making a mental note about trying this later)...

On another note: if someone has a good suggestion on how to set up a camera brain, that can track the player climbing the towers in the "Rell-Too" age, matching the player's Z position and radial position, relative to the tower, please share your wisdom. I'm thinking a rail-cam might do the trick, more or less, but I'm not even half-clear on how to arrange those. :) (I'm assuming one can not easily define new non-hack-ish brains, though formulas/scripting.)


EDIT: Can't stand 1:st person, by the way. I know some people swears by it, but the limited field of view and lack of relation to the environment really gets to me. :7

Re: cotpos and cutpoa

PostPosted: Mon Oct 12, 2009 4:49 pm
by D'Lanor
Ok, so I take it you do have a camera that cuts abruptly. Can you please share your settings with boblishman then?

Re: cotpos and cutpoa

PostPosted: Tue Oct 13, 2009 3:33 pm
by Jojon
Good thinking!

I had gotten it into my head, actually, that it was a hit and miss affair, but revisiting the camera, it does seem to cut consistently. It is a minimal "simple" type camera, with the cutpos and cutpoa flags and user panning disallowed (panvalues zeroed) - no avatar tracking or any other parameters, other than "animated: 1".

I get cuts TO this camera and from it, as long as I do not add followlocalavatar - if that is there, I lose the sharp cut FROM the camera, but it remains on to-.

I hope this is of any use at all, Bob.

Re: cotpos and cutpoa

PostPosted: Sat Oct 17, 2009 8:51 am
by boblishman
Thanks .... I´ll try it

EDIT: This works !!
Code: Select all
CameraRedRoom:
    camera:
        animated: 1
        brain:
            type: simple
            xpanlimit: 0
            zpanlimit: 0
            flags:
             - cutpos
             - cutpoa
    animations:
        - name: still
          autostart: 0
          loop: 0


... however, if you change the "animated: 1" to "animated: 0" it stops working ... so the animated parameter plays a vital role in getting the camera to cut ...

Re: cotpos and cutpoa

PostPosted: Sat Oct 17, 2009 10:31 am
by boblishman
well .. it almost works !

I do always get a cut TO the camera from my custom camera .... but not FROM it ... :(

(I think this has something to do with the custom camera it (doesn't) cut back to has the "followlocalavatar" flag ...)