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Re: orbit cam
[Re: Funeral]
#331425
07/04/10 05:13
07/04/10 05:13
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Joined: Jan 2010
Posts: 145
Doc_Savage
Member
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Member
Joined: Jan 2010
Posts: 145
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![](http://h.imagehost.org/0738/ffggffg.jpg) thats your best bet. other than that, there should be somthing in the manual other than that: http://www.devonlively.com/
Last edited by Doc_Savage; 07/04/10 05:18.
Do not concern yourself with my race, personality or origin. find my record in the pits, and then make your wager.
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Re: orbit cam
[Re: Doc_Savage]
#331459
07/04/10 11:29
07/04/10 11:29
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Joined: Aug 2009
Posts: 1,438 Spain
painkiller
Serious User
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Serious User
Joined: Aug 2009
Posts: 1,438
Spain
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there is a camera library which comes with gamestudio and has a lot of different cameras
3D Gamestudio A8 Pro AMD FX 8350 4.00 Ghz 16GB RAM Gigabyte GeForce GTX 960 4GB
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Re: orbit cam
[Re: Doc_Savage]
#331982
07/07/10 00:39
07/07/10 00:39
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Joined: Dec 2008
Posts: 83 Buenos Aires, Argentina
Funeral
OP
Junior Member
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OP
Junior Member
Joined: Dec 2008
Posts: 83
Buenos Aires, Argentina
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i've found this code there where you recommnded me but it has some mistakes aparently... there are error messages like "var undeclared identifier"
void plyr() {
var cam_angle = 0; // set the initial camera angle here var zoom = 200; VECTOR temp; set(my,TRANSLUCENT); my.alpha = 100; while(1) { wait(1); zoom += 2 * (key_pgup - key_pgdn) * time_step; dist_to_wall = c_trace(camera.x,my.x,IGNORE_ME|IGNORE_PASSABLE); if(dist_to_wall != 0) { tempZoom = 10; } else { tempZoom = 0; } cam_height += 3 * (key_cuu - key_cud) * time_step; cam_height = clamp(cam_height, 50, 300); zoom += 2 * (key_pgup - key_pgdn - tempZoom) * time_step; zoom = clamp(zoom, 20, 500);
my.alpha = zoom; my.alpha = clamp(my.alpha,10,100); camera.x = my.x - zoom * cos(cam_angle); camera.y = my.y - zoom * sin(cam_angle); camera.z = my.z + cam_height; cam_angle += 5 * (key_cur - key_cul) * time_step; // 5 gives the camera rotation speed vec_set(temp.x, my.x); vec_sub(temp.x, camera.x); vec_to_angle(camera.pan, temp); // rotate the camera towards the player at all times my.x += key_w - key_s; my.y += key_a - key_d; } }
void main() { fps_max = 60; video_mode = 6; // 6=640x480 7=800*600 8=1024x768 9=1280x960 video_depth = 16; // 16 bit colour D3D mode video_switch(0,0,2); // 1 = Full Screen 2 = window tex_share = 1; // when set to on all entities share their textures saving memory level_load("test.wmb"); //load the level }
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Re: orbit cam
[Re: Funeral]
#331988
07/07/10 03:37
07/07/10 03:37
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Joined: May 2009
Posts: 5,370 Caucasus
3run
Senior Expert
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Senior Expert
Joined: May 2009
Posts: 5,370
Caucasus
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Take a look at my "GRAVITY" project(you can find it at my website), is that what you need? The way camera works there I mean. And if so (or you just need help with that), PM me just ![wink wink](/ubb7/images/graemlins/default_dark/wink.gif) I'll try to finger out.
Last edited by 3run; 07/07/10 03:37.
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