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Thread: Screengrabs from exactly same camera angle

  1. #1
    Member
    Registered: Oct 2004
    Location: Ireland/Poland

    Screengrabs from exactly same camera angle

    Hi,
    I would like to be able to do some screengrabs from different in game sessions but from exactly same camera angle - for comparison purposes. Is it possible to set this up in Dromed? And if I could do this for a few places in a level it would be even more handy. Something like camera teleporting from one place to another every 3 seconds or so...
    Does anyone have any idea how to do that?

  2. #2
    NewDark 64³ Contest Winner
    Registered: Jul 2005
    Location: Locked Inside Dromed
    I swear someone just mentioned doing that exact thing in the tips and tricks thread.
    Basically set a marker and then teleport your view to it.

    This is quoting R Soul from that thread:
    Comparing old and new poly counts
    If I get a high poly count when looking in a certain direction, I place a marker, rotated to face that direction, and use cam_to_brush to place the camera there. I go back to game mode and note the poly count. After editing the terrain, I use cam_to_brush to get back to the marker to confirm that the poly count has been lowered and I'm not just looking in a slightly different direction.


    It's probably not the most ingenious method, but you could set bounds triggers around each maker, so that when the player is teleported to one, it waits 3 seconds with a Traptrig, then teleports you to the next one in the line.

  3. #3
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    The command you want is vm_teleport x, y, z. That will send you to that exact position. I don't see a way to orient the camera once there (rotation, inclination, declination), so you may need to do that manually.

    Another approach would be a Camvator. Basically you set up a vator and attach Garrett to it. You can set pauses along the way, but again, IIRC, you will need to orient the view at each stop manually

    These are all the DromEd commands I found relating to camera position. Good luck!

    Code:
    DromEd Command	          Definition
    ai_cam_to_cell      	  Send camera to AI cell
    cam_attach          	  attach camera to object
    cam_level           	  level current camera
    cam_rotate          	  rotate current camera
    cam_slew            	  slew current camera
    cam_swap            	  swap two cameras
    cam_to_brush        	  move camera to look at cur brush
    cam_unroll          	  unroll current camera
    cam_warp            	  warp camera to mouse loc
    cycle_view          	  change current camera
    fit_cameras         	  fit cameras to world/hot region
    move_game_camera    	  teleport game camera
    player_cam_load     	  load ARG or cam000.loc as player camera
    player_cam_save     	  save player camera to ARG, or drom000.cam
    player_detach_arm   	  toggle whether arm attached to player camera
    player_spew_arm_offset	  spew arm offset from camera to monochrome
    vm_teleport         	  move camera to x,y,z
    xmouse              	  auto-select camera under mouse
    zoom_2d             	  zoom current camera
    zoom_all            	  zoom all 2d cameras
    EDIT: cam_to_brush !! Of course. Brilliant!!

  4. #4
    Member
    Registered: Oct 2004
    Location: Ireland/Poland
    Thanks for replies! I'll try these commands when I'm home.

  5. #5
    Align a marker exactly where you want to take the screenshot from, and then use the following command in-game:

    :cam_attach 432

    (where 432 is the object ID of your camera marker)


    That will give you a completely consistent view, which you can't accidentally move by moving the mouse.

    You could also use TrapCamAttach from tnhScript if you need to take the screenshots from inside Thief2.exe for some reason.


    I think this was what I used to take the screenshots for building the shadow maps in The Affairs of Wizards - a crazy technique that I never did get around to documenting...

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