n_e_w_d_u_d_e Posted June 30, 2006 Share Posted June 30, 2006 (edited) okay i read on the 3rd person mod were xtreme gave us this info: QUOTE xtream: Maybe this will help guys this is the setting from the third person view that was intended but not used. Everything is good cept some swaying from left to right when standing idle. The ingame camera is a combination of 2 cameras, they are as follows. <camera name="person" type="target"> <camera local_offset="0 0 0"> <controller type="distance" distance="200" lerp="0.1" track_target="false" /> <controller track_target="false" type="behind" angle="0" lerp="0.08"/> <controller type="height" height="50" lerp="0.1" track_target="false"/> </camera> <target local_offset="0 0 250" > <controller type="distance" distance="0" lerp="0.9"/> </target> </camera> <camera name="new_person" type="target"> <camera local_offset="0 0 0"> <controller track_target="false" type="distance" distance="200" lerp="0.08"/> <controller track_target="false" type="behind" angle="0" lerp="0.1"/> <controller track_target="false" type="stick_tilt" speed="15" min_tilt="-30" max_tilt="60" absolute="true" start_angle="15" lerp="0.5"/> </camera> <target local_offset="0 0 0"> <controller type="distance" distance="0" lerp="0.5"/> </target> </camera> Good luck with fine tuneing it. Do what you want with this information. now currently in the area that some of the info is on the xml files it says this in that location: <camera name="person" type="target"> <camera> <controller type="distance" distance="200" track_target="false" lerp="1.0"/> <controller type="non_penetration" ref_object="0" sphere_cast_radius="10" indent="10" ray_type_mask="camera -phantom" planar_cast="true"/> <!-- ray_type_mask="body" planar_cast="true" slots="1 13 15 16 17 20 21 33 35 36 37"/> --> </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="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="0" track_target="false" lerp="0.9" max_distance="500"/> </camera> <target local_offset="0 0 -500" > <controller type="distance" distance="0" lerp="0.9"/> </target> </camera> In my opinion i think we need to be focusing more on the xtreme settings. Unlike the bumpstead the camera will follow a strafe and by changing the angle to "30' you get a camera follow that looks like the xbox 360 , especially after you mess a little more with the height. YOu get a peak left and right, but this to has some issues, but most importantly is how well the camera moves with you besides the anoyying swaying. Not to mention you can do this with nonwide screen monitors. Im just sorry i dont know more about lerp and stuff because i can only tinker then without know fully what im doing. Edited July 3, 2006 by n_e_w_d_u_d_e Quote Link to comment Share on other sites More sharing options...
Beers Posted June 30, 2006 Share Posted June 30, 2006 (edited) *you do not need to make a new camera_settings.xml from scratch... what you want to do is: (after making a BACKUP of the camera_settings.xml) 1. either edit, or delete the old camera text that specifically includes xtreme's lines in the camera_settings.xml. 2. copy and paste xtreams camera into the xml (indent it if you want to edit/recognize it better) ------ Fix for camera swaying...(try at your own risk, i havent been able to get this working) 1. go to my post in the 3rd person thread (believe it's the 4th page) 2. copy that text and put it into the a camera_effects.xml (make a BACKUP) 3 i suggest you use the local/english mod system, because it auto compiles for you... EFFECTS UNBUNDLED: If you have the game unbundled: 1. once you have replaced the camera_effects.xml, cut the camera_effects.xml.bin into a safe location 2. go to the context.xml and scroll to the bottom and set" compile xml = true 3. start the game and a new camera_effects.xml.bin should have been created... (personally I have not been able to get this fix to work, yet... but if you want to give it a go, go right ahead ) Edited June 30, 2006 by Beers Quote Link to comment Share on other sites More sharing options...
n_e_w_d_u_d_e Posted June 30, 2006 Author Share Posted June 30, 2006 *you do not need to make a new camera_settings.xml from scratch... what you want to do is: (after making a BACKUP of the camera_settings.xml) 1. either edit, or delete the old camera text that specifically includes xtreme's lines in the camera_settings.xml. 2. copy and paste xtreams camera into the xml (indent it if you want to edit/recognize it better) ------ Fix for camera swaying...(try at your own risk, i havent been able to get this working) 1. go to my post in the 3rd person thread (believe it's the 4th page) 2. copy that text and put it into the a camera_effects.xml (make a BACKUP) 3 i suggest you use the local/english mod system, because it auto compiles for you... EFFECTS UNBUNDLED: If you have the game unbundled: 1. once you have replaced the camera_effects.xml, cut the camera_effects.xml.bin into a safe location 2. go to the context.xml and scroll to the bottom and set" compile xml = true 3. start the game and a new camera_effects.xml.bin should have been created... (personally I have not been able to get this fix to work, yet... but if you want to give it a go, go right ahead ) Now when you refer to back up . IS there a way to make a backup of the excact pervious xml settings so it something dosnt go right i can just restore it or something. As of the right now the only way i can make a back up is to Make a backup word pad copy of what the xml settings were and save it in my documents. THe only problem is when i want to restore pervious settings i have to open that saved settings and just manualy type in what it says orignally back into the xml camera settings. I cant just copy and paste because i get a error message wheni try to save it about it being a text format , or something like that, and that saving it would leave it in a text soemthing and would leave it unformatted. oh and what do you mean by using the local english mod system. Im very new to this thing and im supprised ive made it this far, lol. Quote Link to comment Share on other sites More sharing options...
Beers Posted June 30, 2006 Share Posted June 30, 2006 (edited) 1. just copy and paste the camera_settings.xml anywhere (im not sure what your really talking about, im just saying you need to make a new copy of the .xml so u can edit the other one freely...) 2. instead of unbundling the whole game u can unbundle certain .xml's and place them in the (assuming u have the english version) local/English folder, this acts like the data folder you need to treat it exactly like a data folder so if u where using the camera it would be like: Ghost Recon Advanced Warfighter\local\English\settings *If you want ill pm you a camera_settings.xml with xtream's camera Edited June 30, 2006 by Beers Quote Link to comment Share on other sites More sharing options...
n_e_w_d_u_d_e Posted June 30, 2006 Author Share Posted June 30, 2006 1. just copy and paste the camera_settings.xml anywhere (im not sure what your really talking about, im just saying you need to make a new copy of the .xml so u can edit the other one freely...) 2. instead of unbundling the whole game u can unbundle certain .xml's and place them in the (assuming u have the english version) local/English folder, this acts like the data folder you need to treat it exactly like a data folder so if u where using the camera it would be like: Ghost Recon Advanced Warfighter\local\English\settings *If you want ill pm you a camera_settings.xml with xtream's camera okay, thanks i dont know why i didnt think about that when it comes to saving my xml. settings by just coping the xml camera settings file, lol. im now typing in as week speak the xtreme camera options and im ligning them up like they would be in the xml. camera settings to. NOw i need to get a head for mitchell, how do i do that? And one other thing ive tryed to download the file for the colored cross com but i get message that says either file is deleted, and 3 other option when i try to download it. Anyway, how do i get color on my squads crosscom view instead of the black and white? Oh, another thing, how do i get my cross hairs back so i can see them when i zoom in using my 3rd person view mitchell. I can see them find in normal view but when i zoom in they disapear. Quote Link to comment Share on other sites More sharing options...
Beers Posted June 30, 2006 Share Posted June 30, 2006 (edited) I can't answer everything, but ill try: 1. Thirdperson view (TVP), the head can only show when decompiling the dxe and changing the variable, only nemon has the decompiler, and we are waiting on the release for both the head and the decompiler... (read the thirdperson mod thread for more answers) 2. for the colors try asking someone who worked with the gui, if you are having trouble dling somehting i can send it via email or host it on filefront if you want... 3.for zooming we are also stuck on that we need to trigger the first person event or soemthing when right clicking... (so far, again read the tvp thread, only 2 people can do that because they have the decompiler...) Edited June 30, 2006 by Beers Quote Link to comment Share on other sites More sharing options...
n_e_w_d_u_d_e Posted July 1, 2006 Author Share Posted July 1, 2006 I can't answer everything, but ill try: 1. Thirdperson view (TVP), the head can only show when decompiling the dxe and changing the variable, only nemon has the decompiler, and we are waiting on the release for both the head and the decompiler... (read the thirdperson mod thread for more answers) 2. for the colors try asking someone who worked with the gui, if you are having trouble dling somehting i can send it via email or host it on filefront if you want... 3.for zooming we are also stuck on that we need to trigger the first person event or soemthing when right clicking... (so far, again read the tvp thread, only 2 people can do that because they have the decompiler...) okay if i can get rid of the swaying that would make it tons better. Also i like how the aimer stays in front of you for the most part but when you aim high you completely loose sight of your guy. Would be nice if when you aim higher it stays on your character and see him just aiming higher. OH and by the way im using xtremes settings. heres my settings at the moment, if you see something off hand that i should maybe change to give a adavantage let me know. <camera name="person" type="target"> <camera local_offset="0 0 0"> <controller type="distance" distance="200" track_target="false" lerp="0.1"/> <controller track_target="false" type="behind" angle="0" lerp="0.08"/> <controller type="non_penetration" ref_object="0" sphere_cast_radius="10" indent="10" ray_type_mask="camera -phantom" planar_cast="true"/> <controller type="height" height="50" lerp="0.1" track_target="false"/> <!-- ray_type_mask="body" planar_cast="false" slots="1 13 15 16 17 20 21 33 35 36 37"/> --> </camera> <target local_offset="0 0 250" > <controller type="distance" distance="0" lerp="0.9"/> <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 local_offset="0 0 0"> <controller type="distance" distance="200" track_target="false" lerp="0.08" max_distance="500"/> <controller track_target="false" type="distance" distance="200" lerp="0.08"/> <controller track_target="false" type="behind" angle="0" lerp="0.1"/> <controller track_target="false" type="stick_tilt" speed="15" min_tilt="-30" max_tilt="60" absolute="true" start_angle="15" lerp="0.5"/> </camera> <target local_offset="0 0 0" > <controller type="distance" distance="0" lerp="0.5"/> </target> </camera> oh by the way, what is Sin cosine what are they on the xml file settings Quote Link to comment Share on other sites More sharing options...
Commander Outcast Posted July 1, 2006 Share Posted July 1, 2006 Okay two questions. One: Can we switch from 3rd person to 1st whenever we want? Two: I think that Captian Mitchall should be in the lower left corner of the screen, not the middle, cuz then we can see past him. Quote Link to comment Share on other sites More sharing options...
n_e_w_d_u_d_e Posted July 1, 2006 Author Share Posted July 1, 2006 (edited) I can't answer everything, but ill try: 1. Thirdperson view (TVP), the head can only show when decompiling the dxe and changing the variable, only nemon has the decompiler, and we are waiting on the release for both the head and the decompiler... (read the thirdperson mod thread for more answers) 2. for the colors try asking someone who worked with the gui, if you are having trouble dling somehting i can send it via email or host it on filefront if you want... 3.for zooming we are also stuck on that we need to trigger the first person event or soemthing when right clicking... (so far, again read the tvp thread, only 2 people can do that because they have the decompiler...) okay are you guys doing more work with the xtreme xml setting or more tweaking with the bumpstead settings. right now everything ive been doing is messing with the xtreme xml settings. Now when all this is done and you guys feel satisfied with resulsts you need to put out a 3rd person mod for dummies because all this stuff about decompiling flies way over my head, lol. I tried that one thing that supposed to get the swaying to stop in the xtreme settings by change the sin and cosine but didnt stop it. oh by the way can someone give me the settings in some shape or form of the original camera_effect .xml because i forgot to save the original settings and now im only stuck with the change sin and consine file, not sure if that messes the game up in running in the normal 1st person view off it. OH last thing, how did nemu get the 3rd person view to go back to first person view just seeing the gun, i need to know that so i can go back to it just in case. Like i said i really hope you guys release a mod for dummies forum, lol. well i went back to the bumpsted and i like the view a little better on itm, with the posistion of you character on the screen. Now unfortunatly you cant strafe from right ot left with the bumpstead, and you cant peek around the corner with bump stead either. You could at least peak around the corner with the xtreme. Is there a way mix some of them together, like fix it were you can perk around the corner with the bumpstead. I like how teh aiming is while aiming up with the bumpstead to. if we could mix some of the xtreme with the bumpstead that would give us the best results probally. Edited July 1, 2006 by n_e_w_d_u_d_e Quote Link to comment Share on other sites More sharing options...
Beers Posted July 1, 2006 Share Posted July 1, 2006 (edited) just unbundle that specific file over again. if not ill send u one ... as for xtreme's camera, you tried it with the local or the files unbundled (i wanted to try it with local ) well There are a few stickies about unbundling and what not, and i wrote my own as well: http://forums.ubi.com/groupee/forums?a=tpc...9344#6981089344 but when installing it all people really need to do is paste it into the local (i would make a dl with it all set up, but after smith releases the head fix) Okay two questions. One: Can we switch from 3rd person to 1st whenever we want? Two: I think that Captian Mitchall should be in the lower left corner of the screen, not the middle, cuz then we can see past him. the key map is level implemented so maybe, im not the one working on it, go to the thirdpersonmod thread please... as for the camera, im not sure the height can be changed, try working on this ill be glad to try and help along the way... Edited July 1, 2006 by Beers Quote Link to comment Share on other sites More sharing options...
n_e_w_d_u_d_e Posted July 1, 2006 Author Share Posted July 1, 2006 just unbundle that specific file over again. if not ill send u one ... as for xtreme's camera, you tried it with the local or the files unbundled (i wanted to try it with local ) well There are a few stickies about unbundling and what not, and i wrote my own as well: http://forums.ubi.com/groupee/forums?a=tpc...9344#6981089344 but when installing it all people really need to do is paste it into the local (i would make a dl with it all set up, but after smith releases the head fix) Okay two questions. One: Can we switch from 3rd person to 1st whenever we want? Two: I think that Captian Mitchall should be in the lower left corner of the screen, not the middle, cuz then we can see past him. the key map is level implemented so maybe, im not the one working on it, go to the thirdpersonmod thread please... as for the camera, im not sure the height can be changed, try working on this ill be glad to try and help along the way... are you guys messing more with the bumpstead settings or the xtreme setting, or a little of both. I want to get the camera to the right of mitchell instead of the left. plus for some reason when i peak left with xtreme it peaks right and visa versa. i messed up stuff so bad i just unistalled the game and am now installing it again, so i can go local on the bundle. Last time i un bundled it all. I still want a color crosscom view instead of black and white thoug. IM gong to mess with a little of the both then xtreme and bumpsted to see what i can come up with. If we could lock the camera on mitchel then the bumpstead would be all we need. Once you get all this info on what to do, with permission ill make it into a modding for dummy, dummies post for those that know nothing about modding, lol, like me. But i liek the view of the xbox 360 meaning how much you excactly see of mitchell meaning from his waist up. While flubbing around i manged to get the view kind of back to 1st person but when i ran it went almost into the perfect view and still followed mitchel perfectly. well i have 4 days off and im gong to tweak with this a bunch to see what i get. I want to go local on the bundle because unbundleing all that info made the load times way to long. Quote Link to comment Share on other sites More sharing options...
Beers Posted July 1, 2006 Share Posted July 1, 2006 (edited) well the only problem with xtream is it shakes, so bumpklops is used more, but if you manage to fix xtreme it would be golden and xtreme's is fixed, so try editing xtreme's then bumklops, or try hybrid (maybe even try other cameras on it) Edited July 1, 2006 by Beers Quote Link to comment Share on other sites More sharing options...
n_e_w_d_u_d_e Posted July 1, 2006 Author Share Posted July 1, 2006 well the only problem with xtream is it shakes, so bumpklops is used more, but if you manage to fix xtreme it would be golden and xtreme's is fixed, so try editing xtreme's then bumklops, or try hybrid (maybe even try other cameras on it) do we know which excactly in the xtreme makes it shake? Ill add a little at a time of it to see what really causes it, and mess with the angle viewing . Got to wait for it to download again, lol. Glad i have cable. Quote Link to comment Share on other sites More sharing options...
Beers Posted July 1, 2006 Share Posted July 1, 2006 (edited) I have fiber optics yeah dude im glad to see that we have a fresh mind on this topic, alot of people are really fustrated with the camrea I wish you alot of luck, for the camera I'm glad you tried the camera_effects, but thats why we are fustrated, because we all thought it was the main cause, you can try messing with the lerps, but that didn't work last time i checked Keep at it Edited July 1, 2006 by Beers Quote Link to comment Share on other sites More sharing options...
n_e_w_d_u_d_e Posted July 1, 2006 Author Share Posted July 1, 2006 I have fiber optics yeah dude im glad to see that we have a fresh mind on this topic, alot of people are really fustrated with the camrea I wish you alot of luck, for the camera I'm glad you tried the camera_effects, but thats why we are fustrated, because we all thought it was the main cause, you can try messing with the lerps, but that didn't work last time i checked Keep at it Now heres the thing, some of this stuff i dont know what it is, like a lerp. Is that something mixed between a burp and something, lol. You would think that alot more people would love to jump at the chance to put in a good working 3rd person view and there would be in turn alot more people on this. I mean, can you imagine how many people probally play this game. People probally think that this is just to far out of their reach. I have never done anything like this and after some working, i now know far more about it then i did then. Dont really know what lerp is and offsett but i do know the basic pricipel of cause and effect. MEss with something, see what happens then go from there. Quote Link to comment Share on other sites More sharing options...
Beers Posted July 1, 2006 Share Posted July 1, 2006 (edited) from wikipedia: In computing and mathematics, lerp is a quasi-acronym for linear interpolation http://en.wikipedia.org/wiki/Lerp_%28computing%29 (I dont understand it fully, but you dont really need to, just mess around with the vales, but make BACKUPS ) Edited July 1, 2006 by Beers Quote Link to comment Share on other sites More sharing options...
n_e_w_d_u_d_e Posted July 1, 2006 Author Share Posted July 1, 2006 from wikipedia: In computing and mathematics, lerp is a quasi-acronym for linear interpolation http://en.wikipedia.org/wiki/Lerp_%28computing%29 (I dont understand it fully, but you dont really need to, just mess around with the vales, but make BACKUPS ) well in the xtremes equation line: camera name="person" type="target"> <camera local_offset="0 0 0"> <controller type="distance" distance="200" lerp="0.1" track_target="false" /> <controller track_target="false" type="behind" angle="0" lerp="0.08"/> <controller type="height" height="50" lerp="0.1" track_target="false"/> </camera> <target local_offset="0 0 250" > <controller type="distance" distance="0" lerp="0.9"/> </target> </camera> i changed line to: <controller track_target="false" type="behind" angle="20" lerp="0.08"/> the camera is now to the right of the guy instead of letf of the guy like in the original, so looks mor like xbox 360 now, and on another note its this line that makes the camera sway left to right if you didnt know already. ITs like its fighting the camera to want to move back to the center. Quote Link to comment Share on other sites More sharing options...
Beers Posted July 1, 2006 Share Posted July 1, 2006 (edited) WOW you just made a nub out of me alright... You figured somethings out in one day that I could not... you deserve some praise the only question is how to get rid of it (the shake) with out screwing up the whole system... keep going! Edited July 1, 2006 by Beers Quote Link to comment Share on other sites More sharing options...
n_e_w_d_u_d_e Posted July 1, 2006 Author Share Posted July 1, 2006 WOW you just made a nub out of me alright... You figured somethings out in one day that I could not... you deserve some praise the only question is how to get rid of it (the shake) with out screwing up the whole system... keep going! to be more presise its the actuall part <controller track_target="false" type="behind" the "behind" is what causes it to follow you in the strafe and sway back and forth. I eddited my xml files by just adding up to that line. <controller track_target="false" type="behind"/> once i put just that in it went into the xtreme cam. now as far as i can tell, now mind you ive fooled around all day with just that line, all the other stuff you type in after words dosnt add any change to it. But now im not positive about this. NOw one thing i noticed is i replaced the value of Lerp="0.08" going down the number from 0.07, 0.06, down to 0.0 and the close you get to 0. the camera shakes less but you start to loose your follow strafe camera to though. So with the bumpstead you get no jerkyness, but loose your strafe , not to mention your peak around corner. Now with xtreme you strafe, a constant follow of camera, and you get peak around corner, except you have to push opposing keys to peak, thats wierd you have ot look at his movement while peaking left and right while paying attention to which way your crosshairs go. Well have to go do some mowing then ill come back later and see what i can come up with. Now one thing i know is that math is certain if this gam is based on equations to get it stable then it is possible. Even though you can never come to a complete absolute in math sometimes like with efenety, pie, you can come closer and close by narrowing the gap more and more. you can allways in someone way make something equal to what it needs to be. I i say 2=3, of course i am wrong about that, but i can still make that eqation true by saying 2/2x3=3. If its one thing i understand thats math, especially algebra. Quote Link to comment Share on other sites More sharing options...
Beers Posted July 2, 2006 Share Posted July 2, 2006 (edited) It's wierd, both sway as if they conflict and they go oppostie ways when you lean ... Something is definately wrong, and possibly the opposite the value of what it should be. It's just you lookat the camer and you can't physically see something, wrong, but mentally you know it's there Edited July 2, 2006 by Beers Quote Link to comment Share on other sites More sharing options...
n_e_w_d_u_d_e Posted July 2, 2006 Author Share Posted July 2, 2006 It's wierd, both sway as if they conflict and they go oppostie ways when you lean ... Something is definately wrong, and possibly the opposite the value of what it should be. It's just you lookat the camer and you can't physically see something, wrong, but mentally you know it's there yeah thats what i was noticing . Like you peak to the right, but the crosshair goes to the left. Unfortunatly when it comes to the math matical programing of games im in the dark. We could spend all week and never come up with a solution. ONe thing im curious about, in one of the video that namon dude made he was in the bumpstead 3rd person view, then he was able to switch back to the normal first person view the game normaly runs on. HOw did he do that. that deff resolves the issue about not being able to see the cross hairs in the zoom version of the 3rd person. I would love to get this game playable enough in 3rd person were you can at least strafe left to right and camera goes with you, and camera follows you. If we could get the stupid xtreme settings to stay still, then it would be perfect. Then we could strafe left to right , then if we needed to peak around a corner you can go back into 1st person view like nemon was able to when he switched back into the 1st person view all of a sudden like he did in his video, MAN HOW DID HE DO THAT, LOL. But i also like how with the bumpstead how when you aim up, you dont loose site of your guy, and when you dive you still see your guy on the ground. IF we could only get the camera stay with the dude on bumpstead camera. Now when wer are looking at a basic line on a xml line for instance: <controller track_target="false" type="behind" angle="30" lerpe="0.08"/> im guess track_target false mean like either do or dont follow something, and then type would be like what , or who your are not, or are following(this case the mitchell), then behind is were camera is at, then angle(in this case is angle of camera to the position of mitchell, but what lerpe is, well i need to read that website you talked about earlyer. Wow, you know what i just relized i had lerp with a E in the settings line, and supprisingling it dosnt effect the equation. A matter of fact i found out earlyer today you dont even need the lerp info in there and the camera stay were it is with lerp in there anyway. BUt when you do put the lerp in ther and start to change the lerp number like i said earlyer it begins to effect it, wait i have to try something, be back. Quote Link to comment Share on other sites More sharing options...
n_e_w_d_u_d_e Posted July 2, 2006 Author Share Posted July 2, 2006 It's wierd, both sway as if they conflict and they go oppostie ways when you lean ... Something is definately wrong, and possibly the opposite the value of what it should be. It's just you lookat the camer and you can't physically see something, wrong, but mentally you know it's there yeah thats what i was noticing . Like you peak to the right, but the crosshair goes to the left. Unfortunatly when it comes to the math matical programing of games im in the dark. We could spend all week and never come up with a solution. ONe thing im curious about, in one of the video that namon dude made he was in the bumpstead 3rd person view, then he was able to switch back to the normal first person view the game normaly runs on. HOw did he do that. that deff resolves the issue about not being able to see the cross hairs in the zoom version of the 3rd person. I would love to get this game playable enough in 3rd person were you can at least strafe left to right and camera goes with you, and camera follows you. If we could get the stupid xtreme settings to stay still, then it would be perfect. Then we could strafe left to right , then if we needed to peak around a corner you can go back into 1st person view like nemon was able to when he switched back into the 1st person view all of a sudden like he did in his video, MAN HOW DID HE DO THAT, LOL. But i also like how with the bumpstead how when you aim up, you dont loose site of your guy, and when you dive you still see your guy on the ground. IF we could only get the camera stay with the dude on bumpstead camera. Now when wer are looking at a basic line on a xml line for instance: <controller track_target="false" type="behind" angle="30" lerpe="0.08"/> im guess track_target false mean like either do or dont follow something, and then type would be like what , or who your are not, or are following(this case the mitchell), then behind is were camera is at, then angle(in this case is angle of camera to the position of mitchell, but what lerpe is, well i need to read that website you talked about earlyer. Wow, you know what i just relized i had lerp with a E in the settings line, and supprisingling it dosnt effect the equation. A matter of fact i found out earlyer today you dont even need the lerp info in there and the camera stay were it is with lerp in there anyway. BUt when you do put the lerp in ther and start to change the lerp number like i said earlyer it begins to effect it, wait i have to try something, be back. yeah, your right once you put in all the data changeing the lerp on the behind line dosnt work. Hey do heres a treak, i found this while muking around with setting. IN the line: <camera name="person" type="target"> <camera local_offset=" 0 0 0"> <controller type="distance" distance="200" track_target="false" change the "false" to "true" Gives a great view of the city. Just make sure you are starting mission 2 and dont get out of the helicopter when doing this. I repeat, you need to make sure you are doing mission 2, and starting from the helio ride. Quote Link to comment Share on other sites More sharing options...
Beers Posted July 2, 2006 Share Posted July 2, 2006 (edited) 1. Nemon decompiled the .dxe file, using his decompiler; then he changed a variable to show the head, so I would focus on the camera more. Both you and I cannot do this without his decompiler... As for Nemon's keymap implementation, he used the same decompiler, but he had to implement it level by level. 2. After previous frustration, you got me motivated to try again (I didnt have much success, but im going to try alot of new things tomorrow... such as fooling around with the lerp values: maybe try making them higher, or combine xtreme's camera with BumKlop's camera...) 3. Yeah, I have tried setting it to "true" before, and had the same results, heh (it does not matter what mission you are on.) *keep trying dude, hopefully we will get something going Edited July 2, 2006 by Beers Quote Link to comment Share on other sites More sharing options...
n_e_w_d_u_d_e Posted July 2, 2006 Author Share Posted July 2, 2006 1. Nemon decompiled the .dxe file, using his decompiler; then he changed a variable to show the head, so I would focus on the camera more. Both you and I cannot do this without his decompiler... As for Nemon's keymap implementation, he used the same decompiler, but he had to implement it level by level. 2. After previous frustration, you got me motivated to try again (I didnt have much success, but im going to try alot of new things tomorrow... such as fooling around with the lerp values: maybe try making them higher, or combine xtreme's camera with BumKlop's camera...) 3. Yeah, I have tried setting it to "true" before, and had the same results, heh (it does not matter what mission you are on.) *keep trying dude, hopefully we will get something going So he was able to key map for when ever he wanted to go back to the normal 1st person view the game is played on, correct. Is he able to kep map the camera to stay behind mitchell? I hope he lets us know a.s.a.p when hes done with the head mod,and shows us how to do it, not to mention showing us in dummy format because i know absolutly zero about decompiler and all that stuff, lol. Now the only thing that makes bumpsteads settings is the "200" in distance right, or did he do more with it? Now the bigest step right now is getting the swaying back and forth to stop. That to me is the biggest thorn. Then if we got it to stop, then we need to figure out how to fix the whole peaking issue on how the cross hairs go in wrong direction. I need to read that link and try to learn some of it on lerp and see. OH do you remember when you were talking about in the original 3rd person mod about changing values in sin and cosine. Were did you come up with that idea of how it should have fixed it? I remember trying it , and like you it didnt work. If it should have worked, maybe something else needed to be change for the values to work once you changed them all? I was curious about it. Man out of all the people that play this game and there are what maybe 4-6 people realing messing around with this, and i wouldnt even count me because i know nothing about modding in calculation , and decompiler stuff, i just know how to tinker, lol. Quote Link to comment Share on other sites More sharing options...
Beers Posted July 3, 2006 Share Posted July 3, 2006 (edited) 1. For bumpklops, i believe its only the distance, so try 0 and and it will go back to first person... 2. Someone messaged me on the ubi forum about the effects 3. As for nemon, it doesnt matter how he gets the decompiler to work, because it will act like the bundlereader... Edited July 3, 2006 by Beers Quote Link to comment Share on other sites More sharing options...
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