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Old 16th May 2012, 02:35 AM DefaultChange camera position? #1
Fresh-Prince
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Im working on making a helicopter, and moved the root joint so that the helicopter is on the ground while stationary, but is up in the air when it is moving. The thing is, the camera still focuses on the ground when you are selected on the sim, as if the vehicle/mesh is still driving on the road. Is there a way to bring the camera up to focus on the actual sim when the helicopter is in the air? Its a bit confusing, but since the game still sees the car as being on the ground, that's where your view has to be to be able to render it.

Any help or comments are more than appreciated!
Old 16th May 2012, 07:11 AM #2
BloomsBase
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On the sims 2 helicopter and the ufo's i used the transformbone not the rootjoint.
Then it works if i remember correct...
Last edited by BloomsBase : 16th May 2012 at 10:51 AM.
Old 16th May 2012, 11:27 AM #3
BloomsBase
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srry, was wrong.
Although i did use that joint to lift the vehicles the camera follows the seating slot located in the RLST file.
You can update it with s3PE's grid function.(or prolly within TSRW)

I dont know if your helicopter suffers with the same error i was having(reason i didn't release) is that when zooming in meshparts tend to dissapear...
That i haven't find a solution for.
Old 16th May 2012, 11:43 AM #4
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FP, if that doesn't work you need to also set SIM to true under the slotplacementFlags.
Old 16th May 2012, 11:44 AM #5
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Yea, that's the problem. The game still thinks the car is on the ground, so parts will disappear when your camera is in the air and not facing the ground, because the game won't render something that it thinks isn't on the screen to help game performance. I could make the helicopter permanently in the sky and it will render fine, but then when you follow a sim in it, it still follows to the ground, and then you can't normally place on the ground in the driveway.
Old 16th May 2012, 11:45 AM #6
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Thanks, I'll try that out.
Old 16th May 2012, 11:47 AM #7
BloomsBase
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no, they fade out also if the camera is there
Atleast on my game
Do you have both rotors animated, cos that is possible.
Old 16th May 2012, 11:54 AM #8
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Oh really? Mines a little weird, if loads fine if you are facing the ground, but when really close the whole thing disappears or just the glass and lights. And yes, I have both of the rotors animated.
Old 16th May 2012, 12:13 PM #9
BloomsBase
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yes, got that also on the ufo's and chopper....
already changed when higher, medium and lower lods becomes active but that doesn't help either.
I changed orientation, worldoffset in the rig, no luck.
Wat you could try is set it as large object, other then that i wouldn't know(tried about everything)
There must be a setting for it tho because i when i created the world dome(one that covered a whole scifi world) it started fading out only on the edge of the world itself.
I also tried updating the bounding box, that didn't work either.
Old 16th May 2012, 12:32 PM #10
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Yea, I tried updating the bounding box and setting it as a large object too and that didn't work. I'll keep playing around. Thanks for your help!
Old 16th May 2012, 01:09 PM #11
BloomsBase
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Your welcome.
Have a look at the Bridgeport bridge, that doesn't dissapear.
Maybe you have to set a s CAW item orso, or try ignoreplatformelavation.
Old 16th May 2012, 01:14 PM #12
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Thats what I was thinking, I set it as a roadbridge flag in TSRW, but that didn't work. Hopefully I can find something like a caw item to base it off of.

Edit: Also, changing the seating positions in the RSLT worked beautifully. Thanks so much!
Last edited by Fresh-Prince : 16th May 2012 at 01:56 PM.
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