//Do not edit this file directly! // Edit the copy in game_data instead!! // // Camera Manager BEGIN_PROP_TABLE // Choices here: // FREE_CAM // FIXED_CAM // MELEE_CAM // HELICOPTER_CAM // PLAYBACK_CAM // MELEE_REPLAY_CAM // FOURPLAYER_CAM DEFAULT_MODE MELEE_CAM DEFAULT_FOG_START 400 DEFAULT_FOG_END 1000 END_PROP_TABLE // Fade analyzer settings BEGIN_PROP_TABLE OCC_TEST_LINE_OFFSET 128.1 OCC_TEST_END_SETBACK 20 // Z height from the monster's base for occlusion test rod: MINIMUM_OCCLUDER_HEIGHT 20 // Object below, or buildings shorter than this height are not faded. MONSTER_LOOK_AT_POINT_HEIGHT 75 // Z height from the monster's base for occlusion test rod: OCC_TEST_ROD_RADIUS 1 OBJ_NO_FADE_RATIO 1. OBJ_FULL_FADE_RATIO .25 ALWAYS_TRANSPARENT_CAMERA_HEIGHT 350 // Simon's new test setting 200 // If camera is above this height, nothing gets faded. DEFAULT_BUILDING_FADE_LEVEL .25 // danw & markc increased alpha. FADE_OUT_TIME .3 // Mark C sped up fade out END_PROP_TABLE // Fade modifier settings BEGIN_PROP_TABLE Z_FADE_START_HEIGHT 25 Z_FADE_HEIGHT 23 END_PROP_TABLE // Free cam BEGIN_PROP_TABLE ROTATION_SCALE 1.099 //Pi * .35f; TRANSLATION_SCALE 25. TRANSLATION_ACCEL_FACTOR 1.08 MAX_TRANSLATION_ACCEL 4 END_PROP_TABLE // Fixed came person cam BEGIN_PROP_TABLE FOV 0.78539816339744830961566084581988 // Pi /4 POS_X 0 POS_Y 100 POS_Z 500 DIR_X 0 DIR_Y -1 DIR_Z -1 END_PROP_TABLE // Helicopter cam: BEGIN_PROP_TABLE MAX_FOV 0.78539816339744830961566084581988 // Pi /4 MIN_FOV 0.4 WOBBLE_SCALE 40 CAMERA_DISTANCE 400 CAMERA_ROTATION_PERIOD 16 CAMERA_TILT_ANGLE .785 // 45 deg LOOK_HEIGHT 60 OVERHANG_DISTANCE 150 SMOOTHING_FACTOR .4 FOV_SMOOTHING_FACTOR .9 END_PROP_TABLE // 4 Player Fixed azimuth cam BEGIN_PROP_TABLE FOV 0.78539816339744830961566084581988 // Pi /4 AZIMUTH 0.55 RADIUS_FOR_MIN_VALUES 50 RADIUS_FOR_MAX_VALUES 250 MIN_RADIUS_LOOK_HEIGHT 80 MIN_RADIUS_TILT 1 MAX_RADIUS_LOOK_HEIGHT -30 MAX_RADIUS_TILT .61 // 25 deg OVERHANG_DISTANCE 50 SMOOTHING_FACTOR .9 END_PROP_TABLE // Melee cam BEGIN_PROP_TABLE FOV 0.78539816339744830961566084581988 // Pi /4 AZIMUTH 0.785398 DEFAULT_MONSTER_DISTANCE 40 SEPERATION_FOR_MIN_VALUES 100 SEPERATION_FOR_MAX_VALUES 1200 SEPARATION_FOR_FIXED_MODE 500 MIN_SEPERATION_LOOK_HEIGHT 70 MIN_SEPERATION_TILT 1.40 //re-raised per Kirby request-MC //1.15 // 65 deg MIN_SEPERATION_AZ_SLEW 4.5 MAX_SEPERATION_LOOK_HEIGHT 90 MAX_SEPERATION_TILT .3 // New settings tweaked by Rhett and Simon .81 // 25 deg MAX_SEPERATION_AZ_SLEW .26 // 15 deg/sec MODE_CHANGE_HIST_TIME 1.1 HELD_MODE_CAM_DIST 350 HELD_MODE_TILT_ANGLE 1.2 HELD_MODE_LOOK_HEIGHT 105 HELD_MODE_LOOK_POS .1 HELD_SWITCH_DELAY_TIME 1.6 HELD_CAM_SUSTAIN_TIME 1.2 RAGE_MODE_CAM_DIST 150 RAGE_MODE_TILT_ANGLE 1.7 RAGE_MODE_LOOK_HEIGHT 75 RAGE_MODE_LOOK_POS 0 RAGE_AZ_SLEW 7 MIN_TIME_BETWEEN_SIDE_SWITCHES 1. SIDE_SWITCH_AZ_SLEW 10 MAX_AZ_ACCEL 2.5 UNFREEZE_DELAY_TIME 3.0 // seconds FREEZE_DELAY_TIME .066 // second = 4 frames MIN_CAM_DISTANCE 120 MAX_CAM_DISTANCE 1500 OVERHANG_DISTANCE 50 SMOOTHING_FACTOR .9 END_PROP_TABLE // Melee replay cam - this controls the melee cam when we are in replay // mode. This prop table merely overides some of the settings from // the regular melee cam: BEGIN_PROP_TABLE // Main difference from the regular settings: MIN_SEPERATION_LOOK_HEIGHT 70 MIN_SEPERATION_TILT 1.8 // 103 degrees END_PROP_TABLE // Monster relative camera BEGIN_PROP_TABLE NO_SETS 1 SMOOTHING_FACTOR .9 END_PROP_TABLE // 1st data set: Victory & rage camera: BEGIN_PROP_TABLE LOOK_HEIGHT 75 CAM_DIST 150 TILT_ANGLE 1.7 LOOK_DIST 0 FOV 0.78539816339744830961566084581988 // Pi /4 END_PROP_TABLE