Jump to content

Recommended Posts

Posted (edited)

Hi everyone,

 

Can someone explain how to use the camera in the ME?

 

I found the Translator: Camera operator and Trigger Camera Point but none are working the way I want.

 

I want to show a particular view of a plane (target plane) at the beginning of the mission (see attached picture).

 

Using Translator: Camera operator I have managed something that is close to what I want, but the view is from right behind the target plane instead of from ~330 degrees and a bit above ground.

 

Is there a way to specify an exact view of the plane I want to show?

 

Thanks in advance!

 

post-20591-0-41547000-1442873273_thumb.png

Edited by Jade_Monkey
Posted (edited)

Place the icon where you want the camera. In the camera operator properties, adjust Orientation AY to set the direction (or rotate the icon itself). Adjust AZ to tilt camera up or down. Adjust Position Y to set the height in meters.

Edited by JimTM
Posted

Which icon?

 

The Translator: Camera operator or Trigger Camera Point or both?

 

Do they have to be connected?

 

I was using it like this (see pic)

 

post-20591-0-64646100-1442874797_thumb.png

Posted

The camera operator translator. You have it right. That triangular bit on the icon is the camera lens. I haven't played with the camera trigger point yet, but I understand that it works like a waypoint to move the camera around.

 

Cheers!

  • Upvote 1
Posted

Thanks!

 

Any idea of which option in the driopdown allows you to look from the Translators point of view?

 

I have tried and none shows it from the camera's point of view :(

 

Thanks for the help!

 

 

post-20591-0-93831800-1442876692_thumb.png

Posted

I've been using Default and then pressing F11/F12 to access the view in the mission. I still have to figure out how to get the other options to work.

 

There is a section on cameras in the ROF Editor Manual.

Posted

Thanks!

 

So you have to hit F11 to take you there with default?

I wanted to use this to briefly show the target to the player before returning to the cockpit view.

I can return no problem, but cant set the external view of the target yet.

 

 

I'll check the manual, thanks for the help anyways!

Posted (edited)

You're welcome. Press F12 to cycle through your cameras. Press F11 to start panning around in the selected view with your mouse. You can use the mouse wheel to zoom and left (or right?) press plus mouse wheel to go up or down.

Edited by JimTM
Posted

I just figured it out!

 

So you have to fill the "First object " with the Camera operator itself not the target object you want to record. Then I used the fixed external view although im sure you can use others.

 

I hope that saves someone some time figuring it out!

post-20591-0-68874900-1442881787_thumb.png

  • Upvote 2
Posted

Nice! You now know more than me.  :)  Thx! 

Posted

To position and orient a camera, you can use right click -> look from this object.

Posted (edited)

Hmmm, I seem to have no luck getting the camera operator translator to behave as I expect it to. For instance, I created a "Flyby" camera, pointed it at an AI plane on the runway and set the AI plane as the first object in the camera. When the AI plane took off, the camera view remained fixed and didn't track the plane as I expected.

 

I tried various combinations of first and/or second object between the AI and the camera but no luck. I also tried triggering the camera vs. not triggering it (which only seems to determine if you see the view by default at mission start).

 

Does this feature even work or am I missing something? All the types I've tried so far just give me a static camera view (aside from using camera points).

 

Any ideas?

 

Thanks!

 

Jim

Edited by JimTM
IRRE_Golgoth21
Posted

For me it's more simple : i cant activate the cameras even if i link them to a mission begin. None of them works. I tried every options without success. F12 F10 or whatever don't work.

 

Any clue ?

IRRE_Golgoth21
Posted

Ok, i found out. It's a matter of proximity and key combination. Everything is fine now.

Posted

Proximity and key combination? Can you elaborate golgoth21?

 

Did you manage to get any of the tracking shots (like flyby) to work or are all your views static?

 

Thanks!

IRRE_Golgoth21
Posted (edited)

Ok... i set the camera operator close to the IA or a group of ia i want to follow.

mission begin ----> camera operator.

settings default, looking at the camera operator itself. Axis true; Allies true.

 

 

Once the mission starts, i can reach the camera operator point of view with F12. I can select each camera operator pressing F12. But it's a fixed view. If i want to release it, i press F11. Now it's a free camera.

 

,If i want to see the friendly ia, i use Lshift + F5 and for the ennemies it's Lctrl +F5. The camera is in follow mode. If i want to turn it into a free camera, i press F11.

 

i'm quite happy with that, i can check if everything is working correctly.

 

Bye

 

G21.

Edited by -IRRE-golgoth21
  • Upvote 2
  • 3 months later...
Posted

Place the icon where you want the camera. In the camera operator properties, adjust Orientation AY to set the direction (or rotate the icon itself). Adjust AZ to tilt camera up or down. Adjust Position Y to set the height in meters.

 

"Funny" is , no mater how I turn the camera (Y) in ME, when the game start the camera are always looking for N...  :huh:

 

AX - Rotate the camera around X axis, allow include set the camera up-side down.

 

AY - Rotate the camera a around Y axis, but in game prevails the game default F-2 POV, pointed to N. The camera position set in ME only appears in F-12.  :(

 

AZ - Make the camera "look" up or down.

Posted

Did you set the camera operator to itself, like in post #9 in this thread?

Posted (edited)

Yes, I try several times with the camera operator and various types of camera to see this behavior.

 

The goal was the camera, at start of mission focus a plane with a truck in front for a given angle, so a picture of this scene

is loaded on start of mission some seconds for hide the game annoying object pop-up, when the picture is removed (be end of this timer)

the POV should show the same angle of real plane in mission.

 

The runway needs that camera look at ~140 degrees, but the result is the camera (From Camera Operator) always look for North...

Edited by Sokol1
Posted

Mind sharing the mission file? I can test if you want.

Posted (edited)

The "observer" idea (in the mission the camera POV is oriented for South):

 

Observer.jpg
 
The result - seems the initial camera POV always looks North:
 
Observer2.jpg

 

 

 

# Mission File Version = 1.0;

Options
{
  LCName = 0;
  LCDesc = 1;
  LCAuthor = 2;
  PlayerConfig = "LuaScripts\WorldObjects\Planes\pe2s87.txt";
  Time = 8:43:30;
  Date = 20.12.1942;
  HMap = "graphics\LANDSCAPE_Stalin_w\height.hini";
  Textures = "graphics\LANDSCAPE_Stalin_w\textures.tini";
  Forests = "graphics\LANDSCAPE_Stalin_w\trees\woods.wds";
  Layers = "";
  GuiMap = "stalingrad-1942";
  SeasonPrefix = "wi";
  MissionType = 0;
  AqmId = 0;
  CloudLevel = 700;
  CloudHeight = 600;
  PrecLevel = 0;
  PrecType = 0;
  CloudConfig = "autumn\01_Light_04\sky.ini";
  SeaState = 0;
  Turbulence = 1;
  TempPressLevel = 0;
  Temperature = -15;
  Pressure = 760;
  WindLayers
  {
    0 :     1 :     1;
    500 :     5 :     2;
    1000 :     10 :     2;
    2000 :     15 :     3;
    5000 :     20 :     3;
  }
  Countries
  {
    0 : 0;
    101 : 1;
    201 : 2;
  }
}

Vehicle
{
  Name = "Beacon antena";
  Index = 2;
  LinkTrId = 3;
  XPos = 117705.946;
  YPos = 81.600;
  ZPos = 101567.062;
  XOri = 359.99;
  YOri = 125.00;
  ZOri = 360.00;
  Script = "LuaScripts\WorldObjects\vehicles\ndb.txt";
  Model = "graphics\vehicles\ndb\ndb.mgm";
  Desc = "";
  Country = 101;
  NumberInFormation = 0;
  Vulnerable = 1;
  Engageable = 0;
  LimitAmmo = 0;
  AILevel = 2;
  DamageReport = 50;
  DamageThreshold = 0;
  DeleteAfterDeath = 0;
  CoopStart = 0;
  Spotter = -1;
  BeaconChannel = 1;
  Callsign = 0;
}



MCU_TR_Entity
{
  Index = 3;
  Name = "Vehicle entity";
  Desc = "";
  Targets = [];
  Objects = [];
  XPos = 117705.946;
  YPos = 81.800;
  ZPos = 101567.062;
  XOri = 0.00;
  YOri = 0.00;
  ZOri = 0.00;
  Enabled = 1;
  MisObjID = 2;
}



MCU_TR_CameraOperator
{
  Index = 5;
  Name = "Observer";
  Desc = "";
  Targets = [];
  Objects = [];
  XPos = 116092.233;
  YPos = 83.000;
  ZPos = 103858.282;
  XOri = 1.00;
  YOri = 173.09;
  ZOri = 359.00;
  Enabled = 1;
  Speed = 0;
  FOV = 45;
  FirstId = 5;
  SecondId = -1;
  LockView = 0;
  CameraType = 2;
  Config = "";
}



MCU_TR_MissionBegin
{
  Index = 6;
  Name = "Translator Mission Begin";
  Desc = "";
  Targets = [7];
  Objects = [];
  XPos = 116046.580;
  YPos = 81.266;
  ZPos = 103814.964;
  XOri = 0.00;
  YOri = 0.00;
  ZOri = 0.00;
  Enabled = 1;
}



MCU_TR_CameraOperator
{
  Index = 8;
  Name = "Cockpit";
  Desc = "";
  Targets = [];
  Objects = [];
  XPos = 116073.059;
  YPos = 81.268;
  ZPos = 103862.900;
  XOri = 0.00;
  YOri = 303.00;
  ZOri = 0.00;
  Enabled = 1;
  Speed = 0;
  FOV = 90;
  FirstId = -1;
  SecondId = -1;
  LockView = 0;
  CameraType = 1;
  Config = "";
}



Vehicle
{
  Name = "Vehicle";
  Index = 9;
  LinkTrId = 10;
  XPos = 116079.777;
  YPos = 81.268;
  ZPos = 103865.197;
  XOri = 0.00;
  YOri = 256.27;
  ZOri = 0.00;
  Script = "LuaScripts\WorldObjects\vehicles\zis5.txt";
  Model = "graphics\vehicles\zis\zis5.mgm";
  Desc = "";
  Country = 101;
  NumberInFormation = 0;
  Vulnerable = 1;
  Engageable = 1;
  LimitAmmo = 1;
  AILevel = 2;
  DamageReport = 50;
  DamageThreshold = 1;
  DeleteAfterDeath = 1;
  CoopStart = 0;
  Spotter = -1;
  BeaconChannel = 0;
  Callsign = 0;
}



MCU_TR_Entity
{
  Index = 10;
  Name = "Vehicle entity";
  Desc = "";
  Targets = [];
  Objects = [];
  XPos = 116079.777;
  YPos = 81.468;
  ZPos = 103865.197;
  XOri = 0.00;
  YOri = 8.43;
  ZOri = 0.00;
  Enabled = 1;
  MisObjID = 9;
}



Plane
{
  Name = "Plane";
  Index = 12;
  LinkTrId = 13;
  XPos = 116072.103;
  YPos = 81.268;
  ZPos = 103864.399;
  XOri = 0.00;
  YOri = 302.81;
  ZOri = 0.00;
  Script = "LuaScripts\WorldObjects\Planes\pe2s87.txt";
  Model = "graphics\planes\pe2s87\pe2s87.mgm";
  Country = 0;
  Desc = "";
  Skin = "";
  AILevel = 0;
  CoopStart = 0;
  NumberInFormation = 0;
  Vulnerable = 1;
  Engageable = 1;
  LimitAmmo = 1;
  StartInAir = 2;
  Callsign = 0;
  Callnum = 0;
  Time = 60;
  DamageReport = 50;
  DamageThreshold = 1;
  PayloadId = 0;
  WMMask = 1;
  AiRTBDecision = 0;
  DeleteAfterDeath = 1;
  Fuel = 1;
}



MCU_TR_Entity
{
  Index = 13;
  Name = "Plane entity";
  Desc = "";
  Targets = [];
  Objects = [];
  XPos = 116072.103;
  YPos = 81.468;
  ZPos = 103864.399;
  XOri = 0.00;
  YOri = 0.00;
  ZOri = 0.00;
  Enabled = 1;
  MisObjID = 12;
}



MCU_Timer
{
  Index = 7;
  Name = "Timer 0s";
  Desc = "";
  Targets = [16,5,17];
  Objects = [];
  XPos = 116065.148;
  YPos = 81.268;
  ZPos = 103814.815;
  XOri = 0.00;
  YOri = 0.00;
  ZOri = 0.00;
  Time = 0;
  Random = 100;
}



MCU_TR_Media
{
  Index = 16;
  Name = "Effect";
  Desc = "";
  Targets = [];
  Objects = [];
  XPos = 116076.401;
  YPos = 81.268;
  ZPos = 103814.715;
  XOri = 0.00;
  YOri = 0.00;
  ZOri = 0.00;
  Enabled = 1;
  Config = "";
  TotalTime = 4;
  ExpandTime = 0;
  FadeTime = 1;
  Opacity = 80;
  RColor = 255;
  GColor = 255;
  BColor = 255;
  MediaType = 3;
}



MCU_Timer
{
  Index = 17;
  Name = "Timer 5s";
  Desc = "";
  Targets = [8];
  Objects = [];
  XPos = 116065.287;
  YPos = 81.268;
  ZPos = 103835.759;
  XOri = 0.00;
  YOri = 0.00;
  ZOri = 0.00;
  Time = 5;
  Random = 100;
}


# end of file 

 

 

Edited by Sokol1
Posted (edited)

Try changing your "Observer" camera to camera type "Default" and in "Use as default view for coalitions" set the coalitions to True.

Edited by JimTM
Posted (edited)

In this way (default) is loaded the cockpit view instead the external view.

Edited by Sokol1
Posted (edited)

I'm not sure I completely understand your overall goal. Do want to have the external view show when you click start in a single player mission instead of the cockpit? I don't know if that is possible. In my tests, I have to press F12 to access the camera and F11 to look around using that camera. The only time I ever get the camera from the start is if I do not have a player plane in the mission. What is the "object pop-up" that you refer to? Posting your mission may help.

 

As an alternative to using a camera for the starting view, you may be able to grab a screenshot and display that with the media translator.

Edited by JimTM
Posted (edited)

Do want to have the external view show when you click start in a single player mission instead of the cockpit? 

 

Yes, I want that when hit start the POV is in outside view - this I already achieve with External Free camera and  with External Fix* , but the last is far from object an high, not good.

 

The issue is that no matter what Y angle I set on the camera, start always pointed North. Example: mission first seconds, the plane in foreground is for player:

 

Start_misison.jpg

 

In that mission, at start the camera are looking plane from external (but for N - in the mission file are set for S), 5 seconds after move for cockpit.

 

In SP mission with many objects at runway, I can set a picture of the initial scene in mission first seconds to hid object pop-up, seconds after the picture fade out showing the plane in same place, and seconds latter the camera move for cockpit. But I will try your suggestion using only the picture and no external camera.

 

* Is possible too with Padlock, Self, Free... but these start too far from object to be useful.

 

"Object pop-up" is others planes, objects... or skins "born" in the first seconds after mission start.

Edited by Sokol1
Posted

Hmmm, I don't know how to accomplish your aim using cameras. I'm curious how you got the camera view to show up after pressing Start; I always end up in the cockpit to start with.

Posted (edited)

Hi Sokol1,

 

Easy fix, you need to change the camera operator from External Free to External Fixed.

Please note that you won't see the exact spot you use in the editor when you play the mission, so you have to make multiple tests and adjust the camera operator in the ME. (I think it has to do with the zoom).

Also, FYI, you dont need to place the cockpit camera exactly on the cockpit, you can place it anwhere, which is convenient.

 

Hope that helps.

 

Hmmm, I don't know how to accomplish your aim using cameras. I'm curious how you got the camera view to show up after pressing Start; I always end up in the cockpit to start with.

 

Just use a 0s timer tied to the camera operator after mission begin MCU, or if you prefer not to have 0s, just 100ms.

 

 

-JM

Edited by Jade_Monkey
  • Upvote 2
Posted (edited)

External Fixed work (tested several times) but no in the angle/zoom I want, the camera start too high and too far, and as far I remember... looking for N.  :rolleyes:

 

External_free.jpg
 

Also, FYI, you dont need to place the cockpit camera exactly on the cockpit, you can place it anwhere, which is convenient.

 

I notice this, the camera set in ME over cockpit - I try looking for side, no way - if select with F-12 are under the plane...  :biggrin:

 

 

Edited by Sokol1
Posted (edited)

Thanks Jade_Monkey. That really clears up some camera mysteries for me.

 

I found out that the "external free" and "external fixed" camera types both present a pre-set view that is independent of the camera operator location and orientation (except for "external fixed" with the camera in "First Object" in the operator advanced properties - see External Fixed explanation below).

 

"External Free" gives you a North-facing view near ground level of whatever is in the "First Object" box in the operator advanced properties (you can specify the camera itself or any object). If you specify the camera operator in "First Object", the view is slightly behind the camera position, looking north.

 

"External Fixed" gives you an elevated view looking forward from behind whatever is in the "First Object" box in the operator advanced properties. If you choose an object, the viewpoint moves if the object moves. If you specify the camera operator, in "First Object", the view is above and behind the operator position. If you want to shift the view, you have to shift the camera. For example, to view from ground level, the camera actually has to be underground about 80m or so (-80 in advanced properties position Y).  

 

It appears that if you specify an object, rather than a camera, in "First Object" for either of the types above, the object view is only in effect after the operator is triggered and until you enter the cockpit or press F12 to change to another camera operator. When you return to the original operator using F12, you return to the camera position view. You have to re-trigger the camera operator to see the object again.

 

Cheers!

Edited by JimTM
Posted

Yeah, pretty much.

 

Also, external Free lets the player move around the camera with the mouse, while the fixed won't.

Posted

Edited my post above. New text in italics.

  • 1 year later...
216th_Jordan
Posted

Sorry to dig up this thread but it seems somewhat related to my "problem".

 

 

Is it possible to change cockpit FOV when entering cockpit view with camera operator translator? Or any other way? Right now I have a nice camera moving towards my plane in the beginning of the mission then triggering the cockpit view, which sadly is completely zoomed in and kills the immersion...

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...