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Another problem :

Firing while prone seems harder to fix than the others. What's happening is when you're prone the crosshairs tend to "shake" like the behind cam. If you try a higher Height value for the camera it only minimally affects Mitchell's actions while he's prone.

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Another problem :

Firing while prone seems harder to fix than the others. What's happening is when you're prone the crosshairs tend to "shake" like the behind cam. If you try a higher Height value for the camera it only minimally affects Mitchell's actions while he's prone.

Considering the fact that the game crashes if you paste the code incorrect, I recommend you upload your camera_settings.xml file! Maybe together we'll be able to find a solution! :)

Nice work so far, keep it going! :thumbsup:

Edited by Vth_F_Smith
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SCRATCH that : setting the "height" tag seems to break leaning somewhat. Maybe a combination of local_offsets + a controller would fix this problem.

---------------

Yeah lol it's late... I'll see if I can dump the files in my entire local/english folder somewhere maybe for DL.

I found a fix for the height problem while running :


	<camera name="person" type="target">

		<camera local_offset="-100 0 25">

			<controller track_target="false" type="distance" distance="200" lerp="0.08"/>

			<controller track_target="false" type="height" height="10" lerp="0.08"/>

			<controller track_target="false" type="cylinder" radius="100" dir="0 0 1" lerp="0.8"/>

		</camera>

		<target local_offset="-100 25 25">

			<controller type="distance" distance="0" lerp="0.5"/>

		</target>

	</camera>


If you set the height value with local_offset, it apparently causes some tracking issues.

adding a

<controller track_target="false" type="hight" height="10" lerp="0.08"/>

seems to be the preferred way of dealing with this stuff.

edit - I removed a copy + paste of my entire camera_settings.xml ( it kinda demolished the thread). I'll send off a few in PM's if you guys want to work with it

Edited by Roy_E_Brisby
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One more for the road :

Leaning in this version is effectively a "cheat" around the problem of an ineffective lean. Since there's no toggle to go from over the right shoulder to over the left shoulder, you have to position Mitchell manually in a leaning position and hope that the camera adjusts with him.

When leaning in 3rd person, it's only the Mitchell model that's leaning. The camera is still a simple "cylinder" cam behind him slightly, and depending on Mitchell's location relative to the camera it will still block line of sight when leaning occasionally.

It's probably a bit unclear from the way I've typed it out. Think of it this way -

It's a third person camera, behind Mitchell.

The camera can be panned around by the mouse.

Mitchell has the freedom to move x number of steps sideways before the Camera will track his movements. The target reticle is relatively static in the center of the screen, Mitchell has some freedom to move left + right strafing without moving the camera, only after a certain point does strafing with Mitchell actually cause the camera to follow him

Currently Mitchell will move slightly out of the camera before the camera will adjust to him again. This is due to the camera being still largely detached from an immediate "behind" view of him"

For non-widescreen users, this is a bigger problem, since I suspect Mitchell will move completely off the screen and thensome before the camera will react properly.

I'm *hoping* this problem can be adjusted by values in the Cylinder control.

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Final post(?) possibly.

Well there's just too many problems involved in doing it this method : to really "fix" the problems with the Cylinder cam I suspect one would need to bind certain keys to camera controls.

Such as binding an event to the lean buttons to set the camera appropriately : Currently leaning doesn't work at all, and the ones I posted up earlier were too dependant on camera location to be effective at all in actual gameplay.

Or also binding an event to the crouch/prone buttons, so that the camera adjust accordingly to those actions.

Also a button to set the camera to look over the left or right shoulder would be ideal. Much like how it's set up on the 360 version.

The only positive out of this is that I've been able to find so far is that it's behind the back, and it's semi playable. Run/lean/prone glitches aside.

There are still major tracking issues with this camera though, and judging by what I've tried + what's available merely from the camera_settings.xml, there may not be enough data in the camera_settings.xml to figure out a workaround for this (the answer probably lies in a different file).

The funny thing is, there's almost enough pieces here to make a vastly different 3rd person game instead of the traditional 3rd person shooter.

To anyone else trying this : there are a *lot* of camera controller variables already listed in the camera_settings.xml. In fact from what I can tell there's already another set of pre-defined 3rd person cameras already in there ( complete with a 0,90,180,270 degree viewpoints inside). All I did was tried to mix+ match certain pieces until something looked good.

There was even a camera listed as test_third in there.

There's probably another pre-defined camera in there somewhere along the lines of "behind" "distance" "cylinder" that may be even better.

I'll try to check in if I find anything else, but for now I'm seriously burned out on this stuff :lol

Here's where I left off :

I know the cut + paste of the stuff I did earlier didn't work, but going to just try + cut + paste the relevant parts anyway. IIRC, I didn't touch the "person_in_blackhawk" camera at all, only the "person", "new_person" and "anim_cam" sections of the file.

(this may not work due to a huge number of factors unfortunately, part of which may be due to me playing around with other minor parts of the game)

I had messed around with the bundler compiler function to output certain things, if I get the time I'll try + test it again on a new install.



<camera name="person" type="target">

		<camera local_offset="-100 5 25">

			<controller track_target="false" type="distance" distance="200" lerp="0.08"/>

			<controller track_target="false" type="height" height="0" lerp="0.08"/>

			<controller track_target="false" type="cylinder" radius="100" dir="0 0 1" lerp="0.8"/>

		</camera>

		<target local_offset="-100 5 25">

			<controller type="distance" distance="0" lerp="0.5"/>

		</target>

	</camera>


	<!--


	<camera name="person_in_blackhawk" type="target">

		<camera>

			<controller type="distance" distance="0" track_target="false" lerp="1.0" />

		</camera>

		<target local_offset="0 0 0" >

			<controller name="person_target" type="distance" distance="0" lerp="1.0"/>

			<controller name="person_up" type="up_vector" ref_object="0" lerp="1.0"/>

		</target>

	</camera>	



	-->



	<camera name="new_person" type="target">

		<camera>

			<controller type="distance" distance="200" track_target="false" lerp="0.9" max_distance="300"/>

		</camera>

		<target local_offset="0 0 0" >

			<controller type="behind" distance="200" lerp="0.9"/>

		</target>

	</camera>


	<camera name="anim_cam" type="target">

		<camera>

			<controller type="distance" distance="200" track_target="false"/>

		</camera>

		<target local_offset="0 0 0">

			<controller type="behind" distance="200" />

		</target>

	</camera>

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I made a really low quality vid of how far I got (tried to cut it down for file size considerations).

It's pretty bad qualitywise, but you can see progress somewhat.

The cylinder camera follows fairly well behind Mitchell now, and it's pretty responsive to camera motions + pans than the previous version.

Leaning doesn't work very well in this version, and there are still bugs when going prone. But the camera tracks movement much better than the previous version.

(this was recorded with the game running at 320x200, so if the crosshairs look gigantic it's a side effect of that)

Hope this works.

http://www.yousendit.com/transfer.php?acti...82CC816349AB394

Edited by Roy_E_Brisby
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I made a really low quality vid of how far I got (tried to cut it down for file size considerations).

It's pretty bad qualitywise, but you can see progress somewhat.

The cylinder camera follows fairly well behind Mitchell now, and it's pretty responsive to camera motions + pans than the previous version.

Leaning doesn't work very well in this version, and there are still bugs when going prone. But the camera tracks movement much better than the previous version.

(this was recorded with the game running at 320x200, so if the crosshairs look gigantic it's a side effect of that)

Hope this works.

http://www.yousendit.com/transfer.php?acti...82CC816349AB394

Sorry to say this Roy, but you didn't stabilize the camera. Yes, it looks stable as long as you're running around with a pistol but as soon as you switch to a MK16, the camera places itself at the right corner and you can barely see Mitchell or your target. Let's get "back to the drawing board"! :(

I begin to think that those two cameras aren't the only factors we have to deal with because the camera position is absolutely different if you use an assault rifle instead of a pistol / frag grenade. Maybe we're overlooking something.

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Yeah I think I broke the one I handed out earlier :lol

Sorry, I've been constantly changing how it works + haven't really made notes of different revisions. The new one I sent out in PM's seems a bit more stable, but it's broken while running .

Coincidentally enough, it's the same problem you're describing with a weapon switch (the camera positions itself in a weird way), but it seemed to only happen while running here.

There does seem to be "events" tied to certain actions that causes the camera to change (which is a BIG plus, since it potentially lets us tie a different camera to different actions - like setting up a "lean" cam or a different "sprint" cam). The trick now is figuring out what camera does what in the xml file.

I'm still playing around with this current install, but I've deleted everything in my /local/English settings folder and am just playing around with one camera_settings.xml now.

Going to see if I can do a better cap of the current version with the buggy running. I'll test out a weapon switch (with a rifle) first + foremost.

Another thing of note is I've been working with a 1.6 aspect ratio - haven't seen what happens yet when you run it in a different resolution + not widescreen

Edited by Roy_E_Brisby
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Good news, guys! :)

It looks like I should be able to create a stable TPV camera using various settings of the others. My first attempts seem to work out nicely. I've been able to setup a camera in TPV with everything stable, from pistol, to assault rifle, to grenade - even the orders seem to be working but the height and distance needs to get adjusted, I'm currently working on that! Stay tuned! :)

Edited by Vth_F_Smith
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Wow, first the realism opt mod, now this. Glad this game is getting because of you guys. A lot of thanks to you all. Now, wouldn't it be nice to add at least a manual save option? :rolleyes:

We better take one step at a time! :lol:

Ok, I'm currently adjusting height and distance - keep your fingers crossed! :)

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Great to hear guys, looking forward to seeing it.

I restarted from scratch + figured out what exactly needed to be done to modify the camera location. For the most part if you just set the location_offset properly (on a camera to camera basis) you'll get a functional 3rd person cam.

The drifiting in some of the previous cams was partially due to the "distance" setting actually. just setting the offset alone gives you a pretty stable 3rd person game cam.

<controller> seems to be tied into the mouse movements somewhat. The tilt+ rotate function actually lets you scroll the mouse away from Mitchell like in the overhead map if you add it to the default cam (which is really weird).

Edited by Roy_E_Brisby
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you guys rock. I really hope you are able to get a good, stable and half way desent play of the game. Just make sure once we get a good settings you post all the xml settings so we can try it out. You guys are amazing.

Yeah, I have to say we have some really creative people here! Keep at it guys! :grin1:

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you guys rock. I really hope you are able to get a good, stable and half way desent play of the game. Just make sure once we get a good settings you post all the xml settings so we can try it out. You guys are amazing.

Yeah, I have to say we have some really creative people here! Keep at it guys! :grin1:

hey check out what settings Roy Brisby came up with. Its so simple and give us a good 3rd person view. Heres what he told me:

There's an easier way to get a 3rd person camera - from what I can tell it really isn't necessary to touch the <controller> parts in the file at all.

(I started over from scratch last night + was able to get a pretty good looking camera with minimal edits/additions - based entirely off of the default camera_settings.xml).

from what I can tell, the answer is much simpler than what was discussed in the thread: try something like this

local_offset="z y x" where z,y,x are 3 values to the line that says

<camera>

so it looks something like

<camera local_offset="0 0 0">

Z here denotes in/out of the monitor

Y is setting the height of the camera

X is the horizontal offset of the camera .

CODE

<camera name="person" type="target">

<camera local_offset="-150 15 25" >

Oh, and by the way you have to have your pistal out , not a machine gun type. Or it want show it.

Edited by n_e_w_d_u_d_e
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dude , this is so simple and its the best view yet. YOu have an awesome peak with view to. We have almost got it, LOL, or more like you have almost gotten it. Now if we can only get the view to work with more then the pistal, and grenade and when you are running. If we can get that view with any weapon then its almost perfect. you can aim low or high and you dont leave sight of your character, you kneel, lie down, crawl, kneal and run, move anywere and the camera goes with you. Roy great work! Now just get the view with the other guns, and i would play that as the normal view all the time. LIke i said, you guys are all geniuses, lol.

Edited by n_e_w_d_u_d_e
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Oh, and by the way you have to have your pistal out , not a machine gun type. Or it want show it.

Which is again an indication that my theory, that there is another seperate camera set, is true. I don't think it's the "person_new" set because I tried it and nothing changed.

However great find, Roy! :)

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Oh, and by the way you have to have your pistal out , not a machine gun type. Or it want show it.

Which is again an indication that my theory, that there is another seperate camera set, is true. I don't think it's the "person_new" set because I tried it and nothing changed.

However great find, Roy! :)

why is it we have to have a pistal out to get the 3rd person? IF you guys are able to fix it to get that view with all guns, then it would be perfect for me. Get a 1st person view keymap and a head and i would play like that all the time.

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I guess once you switch to another weapon, the game also switches the camera set, but we have to find out to which one - I don't think it's the new_person because I changed some values and they seem to have no effect at all, but then again I have no idea to what kind of other camera set it could switch to! :(

Edited by Vth_F_Smith
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I guess once you switch to another weapon, the game also switches the camera set, but we have to find out to which one - I don't think it's the new_person because I changed some values and they seem to have no effect at all, but then again I have no idea to what kind of other camera set it could switch to! :(

Man, you are so close to gettings this down good enough. That file settings enabled everything just about. THat settings gives you an awesom 3rd person peak. THe only issues with it, if you run strafe left the camera will go with you , if you run strafe right then it goes back to 1st person view. The only thing i would like to see is for the camera to stay behind you when you run forward. IF you guys could get that , then that enough for me. Oh and the not staying in 3rd person with other guns, just the pistol and grenades is another issue, but this is by far the best yet. Compare how the 3rd person view has come along , compared to the early version of it, you guys have made alot of progree. NOw if i can only get a head on it.

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Yeah I might go back to square 1 to explore other options. It seems kinda tedious to have to go through + set each individual camera to certain offsets.

You can get a 3rd person camera via something like<controller distance>, but from what I can tell it breaks the lock on function behind the back somewhat, since it appears to separate the Mitchell model from the camera somewhat.

Also 3rd person practically breaks all the in-game cinematics lol That might need some tweaking if we want this to be perfect.

Some random stuff :

----------------

- need to fix the zoom function (currently in 3rd person if you zoom there's no crosshair available). From what I can tell by digging around the weapons files the zoom is simply setting the FOV to a tighter setting (25 or so for the red dot scope, 5 for the sniper scope). This is probably a bigger deal breaker than the Mitchell's head thing at this point since this directly affects gameplay.

- I have a sneaking suspicion that the crosshair for the zoom function is disabled in a very similar way as Mitchell's head (I can't confirm this since I don't have a way to edit the .dsf files directly).

- fix the running camera(s) : from what I can tell, there's a camera tied to running with a rifle, and a camera tied to running with a pistol. Something important to note is that Mitchell has two or three different running animations depending on what weapon he's holding + what position he's in.

- leaning seems okay now on some of the test runs I've had with some newer settings.

- a possible fix for cinematics in 3rd person can be to force it to a first person view during them. From what I can tell some of the set pieces were never meant to be viewed outside of a first person perspective (such as the plane where you jump out from - it's doesn't appear to be a complete plane model).

- need to figure out what the world_offset setting does + whether or not it can help in fixing some of the views.

- need to figure out what camera is which. So far the only confirmed camera that affects 90% of the game is the "person" cam.

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O.o

very nice...now if i could just figure out were the xlm doc is... camera_effects.xlm....where is that?

put if its at all possible, it would be nice to have a bind or somethin to swich from 3rd to 1st whenever we want.or we could scream at ubisoft to put in a 3rd person thing in the next patch...

Edited by Commander Outcast
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