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04-06-21 12:43 AM
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Main - Archived forums - SMG documentations and tutorials - 2D Cameras New reply


shibboleet
Posted on 02-28-13 06:12 PM (rev. 2 of 02-28-13 06:12 PM) Link | #16781
Asked so many times. Well, here you go.

version: 30017
gflag.thru: 0
angleB: 0.087982
angleA: 1.57
wpoint.X: 0
wpoint.Y: 0
wpoint.Z: 0
axis.X: 0
axis.Y: 0
axis.Z: 0
dist: 3500
flag.subjectiveoff: 1
vpanaxis.X: 0
vpanaxis.Y: 1
vpanaxis.Z: 0
vpanuse: 1
udown: 78
pushdelaylow: 78
pushdelay: 78
lplay: 800
uplay: 300
gndint: A0
lower: 0.1
upper: 1
camint: 78
fovy: 15
roll: 0
loffsetv:0
loffset: 0
woffset.X: 0
woffset.Y: -200
woffset.Z: 0
camtype: CAM_TYPE_XZ_PARA
id: c:00XX (you can put whatever you want, but don't repeat names)
evpriority: 0
evfrm: 0
num2: 0
num1: 0
camendint: 0
eflag.enagleEndErpFrame: 0
Those are the settings that go into the "camera"
for the id, the XX must match the obj_arg0 of the CameraArea.


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MK7tester
(post deleted) #23435

MK7tester
Posted on 12-30-13 04:43 PM Link | #36932
Sorry to bump this, but when you reverse Angle A and B in the camera MrRean shows above, you get a 2D Zelda-like top down view camera.

shibboleet
Posted on 12-30-13 04:45 PM Link | #36934
That is actually pretty weird, because that means angleA and B are measured differently...

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Main - Archived forums - SMG documentations and tutorials - 2D Cameras New reply

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