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View Full Version : New camera paths help


Alucard
12-07-2002, 08:27 PM
does any one know how to make and export camera paths from 3d studio?

Maddieman
12-07-2002, 08:53 PM
Yes. I do. images/icons/grin.gif

I was going to write a tutorial about this, but I decided not to bother since it's easy (opps).

Create a new file (don't use run.max because the angles are mixed up). Under the lights/cameras tab, click on the free camera button and then place the camera somewhere on the environment (the 'top' viewport is best I think). Animate the camera, and then export with 'cameras' and 'animation' checked. Make sure looping is off too.

That should be it on the 3ds side of things. images/icons/smile.gif

Now for the coding:

Find /camerapaths/camerapaths.txt, copy a block and change the filename to your new one. Adjust any slowmotion or fov messages in the block, specific to the frame you want to use them. Then add any messages in the 'end' block for when the camera quits (i.e. returning the game back to normal speed).

And that's it - call your new camera from an fsm message. images/icons/smile.gif


Both katana (http://zer0mods.bwad.org.uk/LT/odtrack.php?url=http://www.changingculture.com/katana_mod.zip) and Kung Fu (http://www.maxpayneheadquarters.com/dlfile.php?file_id=195) contain excellent examples of custom camerapath code.

Alucard
12-07-2002, 11:09 PM
thanks , i should of checked the board before i spent i hour learning to do it my self

Mrd4
02-15-2003, 12:16 AM
Pardon the bumping of an old thread, but what exactly would the fsm message be to start the new camerapath?

Fraeon Waser Duhni
02-15-2003, 02:11 AM
This should work 99.9999% of the time.

this->CAM_AnimateInPlace(camera);

Maddieman
02-15-2003, 06:45 AM
CAM_AnimateAbsolute ( string blockName, string roomname );
Initiates an absolute camerapath ( blockName refers to data/database/camerapaths.txt ) in the specified room.

CAM_AnimateInPlace ( string blockName );
Initiates a camerapath played in relation to the actual player camera. Used for in-game camera effects such as shakes etc.

CAM_AnimateParented ( string blockName );
Initiates a camerapath that is parented to the character triggering it.

CAM_AnimatePlayerParented ( string blockName );
Initiates a camerapath that is parented to the player. Note that FadeIn and FadeOut only work with PlayerParented cameras (and then they fade from the normal game camera to the path). <font size="2" face="Verdana, Arial">