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Camtrace 3D - forum / Camtrace 3D / Any other games planned?
Author Message
nvck
Member
# Posted: 29 Jul 2006 01:24


Port for Entropia Universe would be sweet.

gg67
Member
# Posted: 29 Jul 2006 01:28


If i know how, why not :p

hannes
Member
# Posted: 29 Jul 2006 15:22


dont even know the game title :/

wision
# Posted: 26 Aug 2006 20:31


what about quake 2? ;)

cyrri
# Posted: 6 Oct 2006 19:17


is any mod welcomed to support camtrace 3d, or will it stick to ETpro and defrag?
if not, i'd like to implement camtrace 3d support to my quake3 mod. can you provide info about the format of the positions- and path-files, and the way the cam path is executed (using the splines lib?).
thx in advance

gg67
Member
# Posted: 7 Oct 2006 11:33


hey cyrri,

contact me on #smireboule channel (Quakenet).
thus, we will be able to speak about that ...

cyrri
# Posted: 10 Oct 2006 20:40


whenever i join, you are -aw :)
your swiss mail address indicates that you live in CET, so what daytime i have best chances to meet you?

hannes
Member
# Posted: 11 Oct 2006 01:18


:) jeje is a busy man m8 :p just leave him a msg on the bnc or by mail. he'll answer as soon as possible.

Btw, what mod did u work on?

cyrri
Member
# Posted: 11 Oct 2006 04:22 - Edited by: cyrri


5 minutes after i posted, he queried me on IRC :)
the mod i am working on is WoP: www.worldofpadman.com
thanks to gg67's explanations i got it working meanwhile. for everyone else trying to link camtrace3d to his q3 mod, a quick'n dirty tutorial:

1) howto create the input files for camtrace3d?
no coding needed here. exec the etpro config, fly around, press 0 to write your position and view direction to *.epcp files.

in camtrace choose file->mod etpro, import position files, tweak, write the cfg's

2) how to handle the cfg's?
it's all about providing a handler function for the freecamsetpos command, but first create a new cvar "cg_cammode" with default value 0.

to each of these functions: CG_Draw2D(), CG_AddViewWeapon(), CG_DamageBlendBlob() add the line:
if (cg_cammode.integer == 1) return;


in CG_CalcViewValues() above the intermission stuff, add:
[code]
if(cg_cammode.integer == 1){
VectorCopy( freecampos, cg.refdef.vieworg );
VectorCopy( freecamangles, cg.refdefViewAngles);
AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );
return CG_CalcFov();
}
[/code]

freecampos and freecamangles are global vec3_t's, set by CG_FreeCamSetPos_f() in cg_consolecmds.c:
[code]
static void CG_FreeCamSetPos_f(void){
char buf[128];

if(trap_Argc() != 7){
CG_Printf("bad argument count %d, give me 7
", trap_Argc() );
return;
}
trap_Argv(1, buf, 128 );
freecampos[0] = atof(buf);
trap_Argv(2, buf, 128 );
freecampos[1] = atof(buf);
trap_Argv(3, buf, 128 );
freecampos[2] = atof(buf);
trap_Argv(4, buf, 128 );
freecamangles[0] = atof(buf);
trap_Argv(5, buf, 128 );
freecamangles[1] = atof(buf);
trap_Argv(6, buf, 128 );
freecamangles[2] = atof(buf);
}
[/code]

which handles freecamsetpos:
[code]
static consoleCommand_t commands[] = {
...
,{"freecamsetpos", CG_FreeCamSetPos_f}
}
[/code]

thats it. almost. if you start the game, set cg_cammode 1 and exec cam.cfg , a cbuf_insert overflow will occur. this can be handled either by splitting the cfg files into smaller ones or by increasing MAX_CMD_BUFFER in qcommon/cmd.c inside the engine.

edit: damn, no code tags :/

hannes
Member
# Posted: 5 Apr 2007 08:34


cyrri:
if u still need help or smth isnt workin with the implementation just contact me on #smireboule chan.

had to go through all that for uv-mmod (ET)

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