Fixed-turret tank cameras on Co-op maps - lost

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mft004
Posts: 33
Joined: 2017-12-14 17:37

Fixed-turret tank cameras on Co-op maps - lost

Post by mft004 »

Hi guys,
As part of my bot w/Co-op sub-mod project, I've finished changing tank/tank destroyer driver cameras so that all cameras show more of each tank; but I'd been stupidly working on each camera using a barebones Conquest map. When I put all the vehicles on Co-op maps, any tanks with fixed turrets... their camera positions have not changed :(
At first I couldn't understand where the game was pulling the old camera view from because in most cases the vehicle's .tweak file only had one camera position line and I'd changed them all. Now, I think the game might be pulling (just for the fixed-turret tanks) the camera position from the vehicle's .con file.
For example, one problem case is called the stug_iv_alt. The camera position I wanted, updated in the .tweak, is shown below:
ObjectTemplate.addTemplate Tank_DriverCamera_geom0
ObjectTemplate.setPosition -0.022833/2.21325/-1.851583
But that's not working. Meanwhile, the line below is from the .con file:
ObjectTemplate.addTemplate Stug_IV_Alt_Mantle
ObjectTemplate.setPosition 0.0880/1.2512/0.5086
If I edited that 'Mantle' position to have the co-ordinates which I wanted, then loaded up a Co-op map and entered this Stug, the camera position would be updated but the gun would have come away from the tank; me and the gun would be floating above the tank :(

So would any wizards out there know what may be different about these specific tanks, which is causing the game to look somewhere else for a camera position?
Alternatively, would anyone know of a way to add a camera for that 'Mantle' so that one line said where the gun was, another said where the camera was?

Many thanks for any suggestions; everything's going smoothly with the project except this, got me totally stumped.
mft004
Posts: 33
Joined: 2017-12-14 17:37

Re: Fixed-turret tank cameras on Co-op maps - lost

Post by mft004 »

Hello again,

just to say I won't be needing answers on the above question(s) now; if there was a solution to fixing these tanks so that cameras were more edit-able, it would take far to long to work out, not worth it. Turns out I can add extra 'blanket' tank driver cameras which can be used by all the working tanks, so that the problem tanks can get new views given to them by editing the old 'blanket' tank driver camera.

See you round,
Mark
lakinen
Posts: 215
Joined: 2016-12-03 15:24

Re: Fixed-turret tank cameras on Co-op maps - lost

Post by lakinen »

This vehicle has two seats or one?
if there is one, then the driver is also gunner.Then it's logical that the camera is connected to Stug_IV_Alt_Mantle(main gun mesh),because the child of Stug_IV_Alt_Mantle is Stug_IV_Alt_BarrelBase and child from Stug_IV_Alt_BarrelBase is Tank_GunnerCamera_Light.

ObjectTemplate.addTemplate Tank_DriverCamera_geom0
ObjectTemplate.setPosition -0.022833/2.21325/-1.851583
and the coordinates you set up above the vehicle in the back



I hope I managed to help you,if I'm not, at least I tried.
There's no real flame on your screen, it's just magic :razz:
mft004
Posts: 33
Joined: 2017-12-14 17:37

Re: Fixed-turret tank cameras on Co-op maps - lost

Post by mft004 »

Thanks for the reply Lakinen, yep the driver is also the gunner. I agree that the camera is connected to the Mantle, your step process on that makes sense. So I might focus on the Mantle and try some changes there.
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