Posted on 09-30-16, 07:07 pm (rev. 7 by Louiskovskie on 11-12-16, 09:11 pm)
Normal user


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Here are some types for cameras with description and tipps.
Just past the code into the "CameraParam.byml" of your level.


Fixed Camera:
A camera, that is fixed (like in w5-2).
Pretty easy to understand. There are coordinates for 2 objects. The camera (CameraPos) and the point, the camera looks at (LookAtPos).

<C1 Name="CameraPos"> <D2 Name="X" StringValue="XXXX" /> <D2 Name="Y" StringValue="YYYY" /> <D2 Name="Z" StringValue="ZZZZ" /> </C1> <A0 Name="Category" StringValue="Map" /> <A0 Name="Class" StringValue="FixAll" /> <C1 Name="LookAtPos"> <D2 Name="X" StringValue="XXXX" /> <D2 Name="Y" StringValue="YYYY" /> <D2 Name="Z" StringValue="ZZZZ" /> </C1> <D1 Name="UserGroupId" StringValue="XY" /> <A0 Name="UserName" StringValue="CameraArea" />

CameraPos: Camera's position
LookAtPos: The position the camera looks at
UserGroupId: The camera ID


Here a little tutorial, how to place this camera in the editor at it's best:


Tower:
Used at towers or outside of toad houses.
Again, it's an easy procedure. The camera looks at an specific point (Position) and rotates around it.
You can say, the "Position" is the middle of the tower.

<D2 Name="AngleV" StringValue="VV" /> <A0 Name="Category" StringValue="Map" /> <A0 Name="Class" StringValue="Tower" /> <D2 Name="Distance" StringValue="XYZ" /> <C1 Name="Position"> <D2 Name="X" StringValue="XXXX" /> <D2 Name="Y" StringValue="YYYY" /> <D2 Name="Z" StringValue="ZZZZ" /> </C1> <D1 Name="UserGroupId" StringValue="XY" /> <A0 Name="UserName" StringValue="CameraArea" />

AngleV: The vertical angle
Distance: The distance between the camera and Mario
Position: The point's position, where the camera looks at
UserGroupId: The camera ID



Frozen Camera:
This camera is similary to the fixed camera, but the camera does not look at a specific point, it looks at Mario and follows him by only rotating the view. It's like the frozen camera in Super Mario 64!

<C1 Name="CameraPos"> <D2 Name="X" StringValue="XXXX" /> <D2 Name="Y" StringValue="YYYY" /> <D2 Name="Z" StringValue="ZZZZ" /> </C1> <A0 Name="Category" StringValue="Map" /> <A0 Name="Class" StringValue="FixPos" /> <D1 Name="UserGroupId" StringValue="XY" /> <A0 Name="UserName" StringValue="CameraArea" />

CameraPos: Camera's position
UserGroupId: The camera ID



If you discovered any other types, you can post it here if you want
Posted on 09-30-16, 10:29 pm

Cobrat
Careful with that axe, Eugene!


Posts: 468/652
Since: 10-08-14

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Interesting, this will definitely be useful
I'll post a list of all camera categories asap!
_________________________
[22:47:32] Tahcryon: Sad to hear that you won’t be shitting out SMG levels, Aurum
[22:47:42] Aurum: shitting out smg levels
[22:47:47] Aurum: I really wish it would be like this
[22:47:57] Aurum: it would make things so much easier
Posted on 07-14-17, 01:29 am

Cobrat
Careful with that axe, Eugene!


Posts: 621/652
Since: 10-08-14

Last post: 2 days
Last view: 53 min.
Here's a dump of all camera settings and values. I hope this list is complete and I did not forget any parameters.


AngleH: horizontal angle in degrees
AngleV: vertical angle in degrees
CameraOffset possibly the camera's position in relation to Mario's position, but I can't confirm this yet
- X the x-coordinate
- Y the y-coordinate
- Z the z-coordinate
CameraPos the camera's position
- X the x-coordinate
- Y the y-coordinate
- Z the z-coordinate
DashAngleTuner
- AddAngleMax
- ZoomOutOffsetMax
Category exact use is unknown, but the value used most often is Map
Distance zooming distance
DistanceMax max zooming distance
DistanceMin min zooming distance
FovyVersus
HighAngle
LowAngle
InterpoleFrame
IsCalcStartPosUseLookAtPos
IsDistanceFix
IsLimitAngleFix
LimitBoxMax
- X the x-coordinate
- Y the y-coordinate
- Z the z-coordinate
LimitBoxMin
- X the x-coordinate
- Y the y-coordinate
- Z the z-coordinate
LimitYMax
LimitYMin
LookAtPos
PullDistance
PushDistance
RailId the rail ID
Rotator
- AngleMax
SideDegree
SideOffset
TargetLookRate
TargetRadius
UpOffset
VelocityOffsetter
- MaxOffset
- MaxOffsetAxisTwo
VerticalAbsorber
- IsInvalidate
VisionParam
- FovyDegree the arrow-button rotation angle
- StereovisionDepth
- StereovisionDistance
- NearClipDistacne short rendering distance; the typo is part of the name
- FarClipDistance far rendering distance
UserGroupId is the camera ID
UserName is the name of the object that will use the camera. The list of camera objects is small, but they can be assigned to other objects as well. Anyway, here's the list:
CameraArea CameraOriginArea CameraWaveArea EnablePropellerFallCameraArea InvalidatePropellerCameraArea
Class is the camera type. The possible values are:
DemoTarget FixAll FixAllSpot FixPos FixPosSpot Follow Parallel ParallelTarget ParallelVersus Programable RailTower TowerTarget

_________________________
[22:47:32] Tahcryon: Sad to hear that you won’t be shitting out SMG levels, Aurum
[22:47:42] Aurum: shitting out smg levels
[22:47:47] Aurum: I really wish it would be like this
[22:47:57] Aurum: it would make things so much easier