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feejo Member
Joined: 29 Aug 2008 Posts: 19
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Posted: Wed Oct 01, 2008 2:12 am Post subject: How to know my actual camera position. |
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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
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Posted: Wed Oct 01, 2008 2:34 am Post subject: |
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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 Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Wed Oct 01, 2008 9:41 am Post subject: |
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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 Member
Joined: 29 Aug 2008 Posts: 19
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Posted: Wed Oct 01, 2008 12:19 pm Post subject: |
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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 Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Wed Oct 01, 2008 12:39 pm Post subject: |
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Ah, I get it now. Starnick's suggestion makes a lot more sense than mine, then.
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 Member
Joined: 29 Aug 2008 Posts: 19
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Posted: Wed Oct 01, 2008 12:41 pm Post subject: |
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Thanks for the good program and support. |
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Starnick DeleD PRO user
Joined: 28 Jul 2007 Posts: 611
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Posted: Wed Oct 01, 2008 2:32 pm Post subject: |
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Paul-Jan wrote: |
Ah, I get it now. Mr Fletcher's suggestion makes a lot more sense than mine, then.
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?
What sort of camera system are you guys implementing? Something along the lines of being able to make movies inside the editor (with animations )? |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Thu Oct 02, 2008 9:28 am Post subject: |
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*lol* 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. |
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