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Old 02-12-2012, 07:36 PM   #1
Taunger
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Camera Direction

Hi, I know you can change the type of camera in dialogs (close-up, from the side, etc.) using the CameraID and CameraAngle fields, but how do I change the direction? The PC, by default, looks to the left while others look to the right, though it'll swap if there is a wall or something in the way.
I'm guessing it has something to do with who is the OWNER of a dialog, but what determines whether the OWNER gets one angle and the listener the other?

I'd like to be able to change this for a movie, so it's okay if the game becomes otherwise unplayable.
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Old 02-14-2012, 06:52 PM   #2
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I've struggled with this as well. I don't believe there's a way to change it - though as you said, you can mess around with it by moving your characters about.

Additionally, you can add static cameras to the module by editing the GIT and placing them where you want, either with KOTOR Tool's module editor or K-GFF. In DLGEditor, Camera Angle: 6, Camera ID: # from Module Editor/K-GFF. You can accomplish the same thing by creating an animated camera model with AniCam, which can be either static or animated (I find this easier in certain situations because AniCam doesn't use the quaternion system K-GFF does, making it easier to edit). Again in DLGEditor, Camera Angle: 4, Camera Animation... well, that's a bit trickier... for # in DLGEditor = # in AniCam: 1200 = 1, 1201 = 2, and so on; 1000 continues the previous animation.

I think there's a tutorial around here that explains it more clearly than I have, as well.


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Old 02-14-2012, 07:38 PM   #3
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Thanks for your reply! Isn't AniCam only for TSL, though? I forgot to mention this is for K1.

If I wanted to re-use an animated camera from another module, how would I do that? Those are not listed in the GIT file as far as I can see. I imagine it's really tricky though, as they're probably dependent on certain xyz values within their respective module, not relative to a certain character in a dialog.

EDIT: Also, as we're on the subject of cameras; is it possible to change the camera during Swoop races?
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Old 02-14-2012, 08:12 PM   #4
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Quote:
Originally Posted by Taunger View Post
Isn't AniCam only for TSL, though? I forgot to mention this is for K1.
No, it'll work for either, and you can take cameras you've made for one game and put them in another.
Quote:
If I wanted to re-use an animated camera from another module, how would I do that? Those are not listed in the GIT file as far as I can see. I imagine it's really tricky though, as they're probably dependent on certain xyz values within their respective module, not relative to a certain character in a dialog.
The animated cameras are MDLs, so they're universal. (That's another way they can be handy - you don't need to reload the module when you're editing them.) In the DLG properties, set the Camera Model to the name of the MDL file (e.g. m12aa_c05_cam, 650dancam, 426har151). The game's animated cameras are located in models.bif. And you are right, it is dependent on the module and every module is different. So if you're going to be transferring them, you may need to edit them.

There are also a few unused camera modes left over from NWN that can produce some interesting results; they change the way the camera follows you around in the game. I made an armband that triggers them (and does some other stuff) but I haven't gotten around to making it ready for release yet. I will get around to it in the near future, though.
Quote:
Also, as we're on the subject of cameras; is it possible to change the camera during Swoop races?
I don't think it is, no. But I've never really looked into the swoop stuff much, so I could be wrong.


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Old 02-14-2012, 08:28 PM   #5
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That armband sounds very interesting
Well, this info should keep me going for a while, thanks!
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Old 02-14-2012, 08:50 PM   #6
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No problemo. I'll let you know when/if I ever release the blasted thing, too.


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