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How to know my actual camera position.

 
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feejo
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Joined: 29 Aug 2008
Posts: 19

PostPosted: Wed Oct 01, 2008 2:12 am    Post subject: How to know my actual camera position. Reply with quote

What I mean by camera, I mean from where I watch. And if it is possible where I point my view. Cause it will be used in my game.

If it can't be done, well it is a suggestion then.

Thanks
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Starnick
DeleD PRO user


Joined: 28 Jul 2007
Posts: 611

PostPosted: Wed Oct 01, 2008 2:34 am    Post subject: Reply with quote

I'm not sure if there's something like this in Deled (my gut tells me no), but you can approximate it, by testing for points with a light or a small box and placing your camera around that point, or inside the box.
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Paul-Jan
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Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Wed Oct 01, 2008 9:41 am    Post subject: Reply with quote

Storing and retrieving camera position and orientation (for multiple camera's) is NOT supported yet, but is something we will be working on in the very near future.

One way to work around this is using a spot or directional light (because it has both a position and an orientation), making it non-active (to stop it from affecting any lightmaps), and marking it with a custom tag. In your game engine, you can use that tag to detect the spotlight, and read it in as a camera in stead. The major drawback from this approach is that you have to align this light object in DeleD without having WYSIWYG support for what the "camera" is seeing.

What engine are you using? Are you parsing the .DXS files manually, or are you using some other file format? (.X, .3DS, etc) Have you investigated whether that file format supports storage of camera positions?
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feejo
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Joined: 29 Aug 2008
Posts: 19

PostPosted: Wed Oct 01, 2008 12:19 pm    Post subject: Reply with quote

It is just a reference view, I will take those samples to dark basic pro (video game conception) to position and point the camera those command used will be.

position camera xyz
point camera xyz

It is easier to choose a angle of view in DeleD cause you see what you want.
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Paul-Jan
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Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Wed Oct 01, 2008 12:39 pm    Post subject: Reply with quote

Ah, I get it now. Starnick's suggestion makes a lot more sense than mine, then. Smile

The camera system we will implement will make this easy to do, but for now you'll have to improvise. Put a temporary cube where you want the camera to be, put another cube where you want the camera to point to, and use the object inspector to see where their two centers (position and point) are. Sorry, no easier way to do this currently.


Last edited by Paul-Jan on Thu Oct 02, 2008 9:23 am; edited 1 time in total
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feejo
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Joined: 29 Aug 2008
Posts: 19

PostPosted: Wed Oct 01, 2008 12:41 pm    Post subject: Reply with quote

Thanks for the good program and support.
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Starnick
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Joined: 28 Jul 2007
Posts: 611

PostPosted: Wed Oct 01, 2008 2:32 pm    Post subject: Reply with quote

Paul-Jan wrote:
Ah, I get it now. Mr Fletcher's suggestion makes a lot more sense than mine, then. Smile

The camera system we will implement will make this easy to do, but for now you'll have to improvise. Put a temporary cube where you want the camera to be, put another cube where you want the camera to point to, and use the object inspector to see where their two centers (position and point) are. Sorry, no easier way to do this currently.


Who? Razz

What sort of camera system are you guys implementing? Something along the lines of being able to make movies inside the editor (with animations Wink)?
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Paul-Jan
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Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Thu Oct 02, 2008 9:28 am    Post subject: Reply with quote

*lol* Embarassed Nothing to see there people, move along.

I'm talking static camera's here (storing and retrieving multiple camera positions within your scene).

Animated cameras are of course also a must have, but are not on the immediate planning... let's get a release with basic animation support out the door first. Very Happy
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