Proposed Camera Changes

Discussion in 'Ideas and Suggestions' started by Xphome, Aug 4, 2013.

  1. Woovie

    Woovie
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    Aug 4, 2013
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    I have yet to dive into the code, but creating a camera that just positions itself behind the vehicle should be easy enough, if the functions are available in the code for anyone to work with. If the camera uses a matrix, it should be extremely easy. I've written custom cameras for MTA fairly easily that update pre client render and are really smooth. I suspect something similar is available within Torque3D and/or BeamNG.
     
  2. FrankHH

    FrankHH
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    Aug 5, 2013
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    22
    The camera is a hell of a problem.

    1. I have to drag the mouse for kilometers to make it move
    2. Moving the camera with the numpad is a pain since it gets in contrast with the automatic movement of the camera
    3. The automatic movement makes no sense at all. There should be an option to make the movement full manual
     
  3. SIDWULF

    SIDWULF
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    Aug 6, 2013
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    There seems to be no way to set camera speed. I searched through most of the Scripts :( Right now it's kind of slow using the Xbox controller's right analog stick.
     
  4. SIDWULF

    SIDWULF
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    http://www.beamng.com/threads/8670-Inverted-camera-fix-look-here!?p=120706#post120706

    Fix for inverted thumbstick camera controls:

    BeamNG.drive\alpha_prerace\scripts\client\inputmaps: open your gamepad's input map

    Code:
    moveMap.bind(%device, thumbrx, "ID", $gp_deadzone, gamepadYaw);
    moveMap.bind(%device, thumbry, "ID", $gp_deadzone, gamepadPitch);
    There your game is fixed. Inverted camera controls were a pain. Now you don't have to wait for the updated controls in a new patch.

    This information was buried in another thread...I am pretty sure you can do the same for the mouse.
     
    #24 SIDWULF, Jun 24, 2014
    Last edited: Jun 25, 2014
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