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shibboleet
Posted on 12-04-12 01:56 AM (rev. 23 of 08-28-14 11:18 PM) Link | #1394
This is general information for cameras in general.
Here are a couple thing of camera that you should know.
For a couple of cameras, they are attached to an object and only appear for a certain event. In the camera section, you see a number next to the Camera name in Japaneses characters.
e:伸び植物固有出現デモ031
e:伸び植物固有掴まり031
e:パワースター固有100
e:パワースター固有030
For the camera set ID for an object for the camera to appear, the number in the CameraSetID has to be the number in the camera name.

Another way of making cameras is in CameraCubeInfo. There are CameraAreas in there, and can be edited any way you wish.

For example.
Let's say I want a vine to appear and have a camera follow it up. (This can be used in any way, as I know of at this moment. If it does, I'll just call it a follow camera.)
Here's how it's set up.
e:伸び植物固有出現デモ031
The number 31 is what we need to be focused on.
031= 0x01F in hex.
So 1F will be the CameraSetID for the object.
This works for plenty of activating cameras.

The cameras for the intro to levels are found in the level files when you extract the Map file. These cannot be opened with an editor yet, so hang tight for that, where it will be possible in the future.
Most other cameras are found in CameraCubeInfo. These act like Areas, with a shape and size. obj_args set out on what it does when the Area is entered. For example, it looks up at the area, down, behind, to the side, zooms out, etc.

There are also cameras in the camera section that look similar to this: c:0000
This just activates a camera that can shoot at any angle, at any time. the c:0XXX can be edited with a setting on a CameraArea that connects the camera to this camera in this section.

Even Launch Stars can have their own camera when you shoot off of them.
e:スーパースピンドライバー:000:02番目 (th 000:02: e: Super spin driver)
This connects to the Launch Star with a CameraSetID of 1.
There are a ton of settings to the cameras that we can use, and we can control them in any way provided!

There are also camera TYPES in the settings of one. These are what some look like:
CAM_TYPE_XZ_PARA
CAM_TYPE_POINT_FIX
CAM_TYPE_OBJ_PARALLEL
CAM_TYPE_EYEPOS_FIX_THERE
CAM_TYPE_FOLLOW
CAM_TYPE_WONDER_PLANET
There are many more out there.

Another thing that has to do with cameras are DemoGroups.
DemoGroups are a CUTSCENE, literally. Not SimpleDemoExecutor, that's a short cutscene. These are like, animations like talking, moving, speaking, noises, and more.
DemoGroupID is one of the main things to look for in this thing. It connects the object to the demo it's going to play. Plus, it has to have the necessary animations stored in the "Demo" file in StageData's file for a galaxy. It's connected in DemoObjInfo in the map files. With the following fields:
name:
DemoName: (Japanese)
TimeSheetName: (The name of the demo)
ID:
Switches (Like usual)
DemoSkip: (?)
Position, Angles, and scale as usual.

Have you ever thought on how the power star appears with the camera? Well, it runs off of a camera called e:パワースター固有000. It means 000 unique Power Stars: e. This is the star appearing camera, when the power star goes to it's resting place.
Just make the CameraSetID 0 for the power star, and add this camera and it's properties (Can be found in a ton of levels. Only use if the star will appear by a switch, or anything.)



Motion Cameras
Turns out, we have been using NON motion cameras. A motion camera still shows the animations of objects around the area. The ones we have been using do not use this option. It freezes everything except the object we want it to focus on.
Well, I have found the Motion Camera, and got it working perfectly.

Where would we need a motion camera?
We would use a motion camera whenever an object or planet is appearing with a switch.
Things that would NOT need a motion camera:
-Launch Star Appearing
-Powerup Appearing
Here is the info you want:

e:簡易デモ実行固有簡易デモ012
version: 30016
gflag.camendint: 0
gflag.enable.EndErpFrame: 0
gflag.thru: 0
num2: 0
num1: 0
angleB: Adjust However you wish
angleA: Adjust However you wish
Dist: Adjust However you wish
flag.collisionoff: 0
vpanaxis.X: 0
vpanexis.Y: 1
vpanaxis.Z: 0
vpanuse: 1
udown: 78
pushdelaylow: 78
pushdelay: 78
lplay:800
uplay: 300
gndint: A0
lower: 0.1
upper: 0.3
camint: 78
fovy: 45
roll: 0
loffserv: 0
loffset: 0
woffset.X: 0
woffset.Y: 0
woffset.Z: 0
camtype: CAM_TYPE_XZ_PARA
axis.X: 0
axis.Y: 0
axis.Z: 0
evpriority: 0
camendint: 0
eflag.enableEndErpFrame: 0
evfm: 5A
eflag.enableErpFrame: 0

(The Japanese Symbols may not work. If they don't, go here: http://pastebin.com/V29Q1Ki1)
And set up a SimpleDemoExecutor with a ObjID of 35 and a CameraSetID of C because 0x012=C in hex.

If an option that is on a new camera and isn't on here, just set it to 0.

I'm putting my skills to the test and actually TESTING a cutscene in a level.


All Cameras
Here, I'm going to document all the cameras that are tied to objects.
e:土管固有出現000 Pipe Camera
e:スーパースピンドライバー固有出現イベント用114 Launch Star Camera
e:スピン雲アイテム固有出現デモカメラ050 First Cloud Flower Collected Camera
e:パワースター固有000 Power Star Appear Camera
e:シナリオスターター:005:00番目 Fly In Camera
e:キノピオ固有会話001 Talking To Toad Camera



NameDescription
VersionVersion Type. Usually set to 30017
gflag.truUnknown. Usually set to 0.
angleBX Rotation Angle Of The Camera (Radians)
angleAY Rotation Angle of the Camera (Radians)
wpoint.XUnknown.
wpoint.YUnknown.
wpoint.ZUnknown.
axisXUnknown
axisYUnknown
axiZUnknown
distDistance of the Camera from it's coordinate point.
vpanaxis.XPan Axis X
vpanaxis.YPan Axis Y
vpanaxis.ZPan Axis Z
vpanusePan Use
udownUnknown. Usual Entry is 78.
pushdelaylowPush Delay Low. Usual Entry is 78.
pushdelayPush Delay. Usual Entry is 78.
lplayUnknown. Usual Entry is 800.
uplayUnknown. Usual Entry is 300.
gndintUnknown. Entry is A0.
I'll update this table later. This is all I can get ATM.


More information to come soon.

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Tahcryon
Posted on 01-26-13 08:14 PM (rev. 2 of 01-26-13 08:55 PM) Link | #10170
Another awesome thread that will guide people. Good job Rean, looks really professional O_O



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MK7tester
Posted on 01-26-13 08:51 PM Link | #10177
How do you make a 2D Camera? :3

shibboleet
Posted on 01-26-13 08:52 PM Link | #10178
It wasn't glitched. Just an empty entry.

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