// 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 42 // 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 150 RADIUS_FOR_MAX_VALUES 500 MIN_RADIUS_LOOK_HEIGHT 30 MIN_RADIUS_TILT 1 MIN_RADIUS_OVERHANG 40 MAX_RADIUS_LOOK_HEIGHT -30 MAX_RADIUS_TILT .61 // 25 deg MAX_RADIUS_OVERHANG 75 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 140 SEPERATION_FOR_MAX_VALUES 1600 SEPARATION_FOR_FIXED_MODE 500 MIN_SEPERATION_LOOK_HEIGHT 60 MIN_SEPERATION_TILT 1.40 //re-raised per Kirby request-MC //1.15 // 65 deg MIN_SEPERATION_AZ_SLEW 4.5 MIN_SEPERATION_OVERHANG 70 MAX_SEPERATION_LOOK_HEIGHT -10 MAX_SEPERATION_TILT .81 // New settings tweaked by Rhett and Simon .81 // 25 deg MAX_SEPERATION_AZ_SLEW .26 // 15 deg/sec MAX_SEPERATION_OVERHANG 200 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 2.0 // seconds FREEZE_DELAY_TIME .066 // second = 4 frames ROTATING_CAM_ANG_OFFSET 0 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 MONSTER_CYLINDER_MULTIPLIER 1.3 CAM_DIST 150 TILT_ANGLE 1.7 LOOK_DIST 0 FOV 0.78539816339744830961566084581988 // Pi /4 END_PROP_TABLE // Over-the-shoulder camera - set 0 (Idle) BEGIN_PROP_TABLE FOV 0.78539816339744830961566084581988 // Pi /4 // This is the amount of camera depression: TILT_ANGLE 0.1 //0.25 (Sol's choice) // Height of the camea about the ground CAM_HEIGHT 85 // Camera distance in XY plane when monster is at rest: CAM_DISTANCE 90 // Max distance in XY the camera can get away: MAX_CAM_DISTANCE 500 // Min distance in XY the camera can get away: MIN_CAM_DISTANCE 120 // Spring constant for the spring that tries to keep the camera // at CAM_DISTANCE: CAM_DIST_SPRING_CONST 1 // Coeff of static friction in distance equation: CAM_DIST_FRICTION_CONST 10 // Spring constant for the spring that tried to keep the camera // pointing the same way the monster is poingting: ANGULAR_SPRING_CONST 10 // Static friction term in angular facing equation: ANGULAR_FRICTION_CONST 0.01 // Max delta between monster facing and camera faction: MAX_ANGULAR_DELTA 0 // 20 degrees SMOOTHING_FACTOR_TRANS .95 SMOOTHING_FACTOR_ROT .95 // This offsets the camera to the side. Postive-->right CAMERA_OFFSET_X 0 // These control how far the camera moves with the right stick: STICK_AZIMIMUTH_SCALE 0.0 // 20 degrees STICK_ELEVATION_SCALE 0.0 // 20 degrees END_PROP_TABLE // Over-the-shoulder camera - set 1 (walking) BEGIN_PROP_TABLE FOV 0.78539816339744830961566084581988 // Pi /4 TILT_ANGLE 0.25 //0.15 //0.25 //mark's test CAM_HEIGHT 120 //Marks Test CAM_DISTANCE 100 //97.5 //Mark's test MAX_CAM_DISTANCE 160 MIN_CAM_DISTANCE 130 CAM_DIST_SPRING_CONST 1 CAM_DIST_FRICTION_CONST 10 ANGULAR_SPRING_CONST 10 ANGULAR_FRICTION_CONST 0.1 MAX_ANGULAR_DELTA 10//0.7 // 20 degrees SMOOTHING_FACTOR_TRANS .9 SMOOTHING_FACTOR_ROT .9 CAMERA_OFFSET_X 0 // 22.//mark's test STICK_AZIMIMUTH_SCALE 0 // 20 degrees STICK_ELEVATION_SCALE 0 END_PROP_TABLE // Over-the-shoulder camera - set 2 (about to fire) BEGIN_PROP_TABLE FOV 0.78539816339744830961566084581988 // Pi /4 // This is the amount of camera depression: TILT_ANGLE 0.1 //0.25 (Sol's choice) // Height of the camea about the ground CAM_HEIGHT 85 // Camera distance in XY plane when monster is at rest: CAM_DISTANCE 90 // Max distance in XY the camera can get away: MAX_CAM_DISTANCE 500 // Min distance in XY the camera can get away: MIN_CAM_DISTANCE 120 // Spring constant for the spring that tries to keep the camera // at CAM_DISTANCE: CAM_DIST_SPRING_CONST 1 // Coeff of static friction in distance equation: CAM_DIST_FRICTION_CONST 10 // Spring constant for the spring that tried to keep the camera // pointing the same way the monster is poingting: ANGULAR_SPRING_CONST 10 // Static friction term in angular facing equation: ANGULAR_FRICTION_CONST 0.01 // Max delta between monster facing and camera faction: MAX_ANGULAR_DELTA 0 // 20 degrees SMOOTHING_FACTOR_TRANS .95 SMOOTHING_FACTOR_ROT .95 // This offsets the camera to the side. Postive-->right CAMERA_OFFSET_X 0 // These control how far the camera moves with the right stick: STICK_AZIMIMUTH_SCALE 0 // 20 degrees STICK_ELEVATION_SCALE 0 // 20 degrees END_PROP_TABLE // Over-the-shoulder camera - set 3 (walk left) //(running) BEGIN_PROP_TABLE FOV 0.78539816339744830961566084581988 // Pi /4 TILT_ANGLE 0.3 CAM_HEIGHT 90 CAM_DISTANCE 30 MAX_CAM_DISTANCE 35 MIN_CAM_DISTANCE 30 CAM_DIST_SPRING_CONST 1 CAM_DIST_FRICTION_CONST 0 ANGULAR_SPRING_CONST 100 ANGULAR_FRICTION_CONST 0. MAX_ANGULAR_DELTA 10//0.7 // 20 degrees SMOOTHING_FACTOR_TRANS .90 SMOOTHING_FACTOR_ROT .97 FIXED_AZ 0 FIXED_AZ_WEIGHT 0 MONSTER_HEIGHT_WEIGHT 1 CAMERA_OFFSET_X 0 STICK_AZIMIMUTH_SCALE 0 // 20 degrees STICK_ELEVATION_SCALE 0 // 20 degrees END_PROP_TABLE // Fix azimuth camera - set 0 BEGIN_PROP_TABLE AZIMUTH 0.78539816339744830961566084581988 // Pi /4 TILT_ANGLE .5 FOV 0.78539816339744830961566084581988 // Pi /4 LOOK_AT_HEIGHT 75. CAMERA_DISTANCE 300. SMOOTHING_FACTOR 0.95 END_PROP_TABLE // Fix azimuth camera - set 1 BEGIN_PROP_TABLE AZIMUTH 0.78539816339744830961566084581988 // Pi /4 TILT_ANGLE .5 FOV 0.78539816339744830961566084581988 // Pi /4 LOOK_AT_HEIGHT 75. CAMERA_DISTANCE 400. SMOOTHING_FACTOR 0.95 END_PROP_TABLE // Fix azimuth camera - set 2 BEGIN_PROP_TABLE AZIMUTH 0.78539816339744830961566084581988 // Pi /4 TILT_ANGLE .5 FOV 0.78539816339744830961566084581988 // Pi /4 LOOK_AT_HEIGHT 75. CAMERA_DISTANCE 500. SMOOTHING_FACTOR 0.95 END_PROP_TABLE // Fix azimuth camera - set 3 BEGIN_PROP_TABLE AZIMUTH 0.78539816339744830961566084581988 // Pi /4 TILT_ANGLE .5 FOV 0.78539816339744830961566084581988 // Pi /4 LOOK_AT_HEIGHT 75. CAMERA_DISTANCE 600. SMOOTHING_FACTOR 0.95 END_PROP_TABLE // Attatched to head aiming mode. BEGIN_PROP_TABLE FOV 0.78539816339744830961566084581988 // Pi /4 OFFSET_X 0//6 //33.75 //45. OFFSET_Y -100//-20 //-40. OFFSET_Z 120//100. ELEVATION_OFFSET -0.1 AZ_OFFSET 0 //.2 LEFT_AZ_FOLLOW_FRAC .5 //.8 RIGHT_AZ_FOLLOW_FRAC .46 UP_ELEV_FOLLOW_FRAC .55 DOWN_ELEV_FOLLOW_FRAC .9 SMOOTHING_FACTOR 0.95 END_PROP_TABLE // Targeting OTS ode. BEGIN_PROP_TABLE FOV 0.78539816339744830961566084581988 // Pi /4 //MarkC's cam adjustments // Mark, the camera is so close you can't even see the shadows! // Sol moved it out. OFFSET_RIGHT_X 0 OFFSET_RIGHT_Y 0 OFFSET_RIGHT_Z 110 SETBACK_RIGHT 200 //175 //290 OFFSET_LEFT_X 0 OFFSET_LEFT_Y 0 OFFSET_LEFT_Z 110 SETBACK_LEFT 200 //175 //290 OFFSET_FORWARD_X 0 OFFSET_FORWARD_Y 0 OFFSET_FORWARD_Z 110 SETBACK_FORWARD 200 // 175 //290 OFFSET_BACK_X 0 OFFSET_BACK_Y 0 OFFSET_BACK_Z 110 SETBACK_BACK 200 // 175 //290 OFFSET_UP_X 0 OFFSET_UP_Y -40 OFFSET_UP_Z 100 SETBACK_UP 200 // 175 //290 OFFSET_DOWN_X 0 OFFSET_DOWN_Y 30 //0 OFFSET_DOWN_Z 110 SETBACK_DOWN 200 // 175 //400 MIN_SETBACK 80 SIDE_OFFSET 75 SMOOTHING_FACTOR 0.80 END_PROP_TABLE // Sound multipler for audible distance // When a 3D sound is started, the maximum distance the sound can be heard is muliplied by this value // The larger the value, the closer the sounds will seem BEGIN_PROP_TABLE FREE_CAM 4.0 FIXED_POS 1.0 MELEE 5.0 HELICOPTER 2.0 PLAYBACK 1.0 MELEE_REPLAY 5.0 FOUR_PLAYER 10.0 ON_TRACK 2.0 MONSTER_RELATIVE 1.0 HEAD 1.0 FIXED_AZ_CAM0 1.0 FIXED_AZ_CAM1 1.0 FIXED_AZ_CAM2 1.0 FIXED_AZ_CAM3 1.0 OTS_CAM_0 1.0 OTS_CAM_1 1.0 OTS_CAM_2 1.0 OTS_CAM_3 1.0 SCRIPT_CAM 1.0 SCRIPT_ORBIT_CAM 1.0 END_PROP_TABLE