shosey Posted April 30, 2004 Share Posted April 30, 2004 hehe, tk wins!!!!! j/k nice work tk Link to comment Share on other sites More sharing options...
Darth333 Posted April 30, 2004 Share Posted April 30, 2004 Good work TK! You win!!! *edit* (note: the author of this post admits being in a conflict of interest, having beta tested the CamEdit tool:D ) Link to comment Share on other sites More sharing options...
Fred Tetra Posted April 30, 2004 Share Posted April 30, 2004 If anyone figures out how the four floating point numbers in the camera's orientation work, be sure to post about it. It'll save some time when I start working on the module editor again. Link to comment Share on other sites More sharing options...
messkell Posted April 30, 2004 Share Posted April 30, 2004 Originally posted by tk102 CamEdit now available for download. Tk102, excellent progress on the camera scenario...I salute you. Link to comment Share on other sites More sharing options...
tk102 Posted April 30, 2004 Author Share Posted April 30, 2004 Fred, I think you're right about the Orientation field containing a quaternion. The 4 floats are probably the w, x, y, z values. Take a look at this website: http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/transforms/index.htm There's code there for transforming a point in space along with an example. At the bottom of the page are a list of 90° transformations that we should be able to demonstrate in-game if these are in fact quaternions. The most dramatic and simple would be to make the 4 floats: 0, 1, 0, 0. That should put the camera upside down. Edit: it doesn't Link to comment Share on other sites More sharing options...
Fred Tetra Posted April 30, 2004 Share Posted April 30, 2004 It turns out that I had already added camera editing support to KT, but I had forgotten; it's been a month since I looked at the code. (I'm moving and haven't had much time) Right now, you can edit the X/Y/Z position and the four other "visible in GFF editor" fields (whose names escape me at the moment). I will try a test where I set the cameras' orientations to some strange values and see what happens. Can your editor do that, to save me some testing? Link to comment Share on other sites More sharing options...
tk102 Posted April 30, 2004 Author Share Posted April 30, 2004 Yes, it can change the values. I'd test the hypothesis myself but I don't have the game on this machine and I'll be home kind of late tonight. Link to comment Share on other sites More sharing options...
Fred Tetra Posted May 1, 2004 Share Posted May 1, 2004 I messed around with the values a bit, but not enough cases to determine which field is which. If I discover anything, I'll post it here... Link to comment Share on other sites More sharing options...
tk102 Posted May 1, 2004 Author Share Posted May 1, 2004 I did a lot of experiments on an Endar Spire camera last night, trying to replicate the airplane pictures shown on the website that I posted. There seemed to be some limits in place, preventing severe rotations like vertical and upside down rotations. But the yaw rotations function as expected. (Wish they'd used use yaw, pitch, and roll -- it would've so much easier to mod.) Link to comment Share on other sites More sharing options...
Fred Tetra Posted May 1, 2004 Share Posted May 1, 2004 Are the values indeed w,x,y,z, in that order? I thought it might be x,y,z,w, based on a conversation with a friend who does VR for a living. But then again, who knows? Link to comment Share on other sites More sharing options...
tk102 Posted May 1, 2004 Author Share Posted May 1, 2004 I believe w is the first value because 1,0,0,0 has no effect at all (well, the same effect as 0,0,0,0). Link to comment Share on other sites More sharing options...
Amf12345 Posted May 1, 2004 Share Posted May 1, 2004 I understand x,y,z, but what is w? Link to comment Share on other sites More sharing options...
tk102 Posted May 1, 2004 Author Share Posted May 1, 2004 Go to the website I posted above, read it, and come back. Link to comment Share on other sites More sharing options...
tk102 Posted May 1, 2004 Author Share Posted May 1, 2004 There is also the possibility that we are barking up the wrong tree. These may also be values for an axis angle transformation. See: http://www.euclideanspace.com/maths/geometry/rotations/axisAngle/index.htm The first 3 values would be the axis and the last would be angle in radians(?). Hypothesis: 1,0,0,3.1416 should make the camera upside down. Edit: It doesn't either. Link to comment Share on other sites More sharing options...
Darth333 Posted May 2, 2004 Share Posted May 2, 2004 BTW, in case you don't, you may be interested to know that lyt files seem to work in a similar manner. Here is a screenshot of the m01aa.lyt (Endar Spire) file: http://img47.photobucket.com/albums/v144/Darth333/Endar_lyt001.jpg Link to comment Share on other sites More sharing options...
tk102 Posted May 2, 2004 Author Share Posted May 2, 2004 The .lyt files don't seem to affect door position. I think they are something different (doorhooks?). In the .git file however, Bearing does play an important role. http://img56.photobucket.com/albums/v170/tk102/image2.jpg I believe Fred's module editor makes heavy use of that field ... ? Link to comment Share on other sites More sharing options...
Fred Tetra Posted May 3, 2004 Share Posted May 3, 2004 Doors are indeed positioned and oriented in the .git file. Link to comment Share on other sites More sharing options...
tk102 Posted January 7, 2005 Author Share Posted January 7, 2005 Just a quick note about camera angles. It seems Bioware found camera placement as difficult as we do. In many dialogs you'll find a number of invisible###.utp placeables that are used as Speakers in dialogs. (They have tags like "carths_chest", and "sta45aa_invis_conv_target"). I'm looking at sta_m45aa.rim as an example, specifically k_sta_carth.dlg. What a pain. Link to comment Share on other sites More sharing options...
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