Hey , słyszałem że w defragu sa komendy na różne kamery.
Jeśli wiecie gdzie mógłbym znaleść te komendy to proshe o pomoc, słyszałem też że qwerty siem na tym zna, to byłbym wdzięczny jak by mi pomógł ...:p
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Hey , słyszałem że w defragu sa komendy na różne kamery.
Jeśli wiecie gdzie mógłbym znaleść te komendy to proshe o pomoc, słyszałem też że qwerty siem na tym zna, to byłbym wdzięczny jak by mi pomógł ...:p
JESTEŚ GEJEM !
widze że spoko....:D
JESTEŚ GEJEM !
> Hey , słyszałem że w defragu sa komendy na różne kamery.
>
> Jeśli wiecie gdzie mógłbym znaleść te komendy to proshe o pomoc, słyszałem też że qwerty siem na tym zna, to byłbym wdzięczny jak by mi pomógł ...:p
w plikach defraga masz plik readme.txt - tam jest albo szukaj pliku tekstowego z nazwą \"camer...\"
FREESTYLE
........[b]AHA , AHA [22]
JESTEŚ GEJEM !
Demo Cams
=========
1. Information
Config Vars
Quake3 Keypresses During Demos
Preparing To Use The Camera Modes
Using The Camera Modes
5A. Using The FreeCams
5B. Using The Transition Cams
Additional Information
\df_demos_CameraMode [ DEFAULT: 0 (off) RANGE: 0 TO 7 ] - changes the different demos camera mode
0 = DEMOS_CAMERAMODE_OFF: Off
1 = DEMOS_CAMERAMODE_1P_FREE: First Person, Free Cam: Allows free movement of the camera as well as free angle movement.
2 = DEMOS_CAMERAMODE_1P_FOLLOW: First Person, Follow Cam: Movement of the camera is attached/fixed to the player, but angle movements are free
3 = DEMOS_CAMERAMODE_3P: Third Person, Free Angles Cam: Movement of the camera is attached/fixed to the player, in 3rd person fashion, angle movements are free
4 = DEMOS_CAMERAMODE_TRANSITION: Savedpos Transition Cam: Camera starts at the current saved position, and moves to the next saved position when the user keys the transition. Camera view angles transition from the first saved position to the keyed (next) saved position.
5 = DEMOS_CAMERAMODE_TRANSITION_TRACK_PLAYER: Savedpos Player-Tracking Cam: Camera starts at the current saved position, and moves to the next saved position when the user keys the transition. Camera view angles continuously track the player.
6 = DEMOS_CAMERAMODE_TRANSITION_TRACK_PLAYER_NO_PITCH: Savedpos Player-Tracking Cam, No Pitch: Camera starts at the current saved position, and moves to the next saved position when the user keys the transition. Camera view angles continuously track the player, except for pitch (up/down), which is transitioned from the first saved position to the keyed (next) saved position. A nice cam mode to use for strafing maps, as the camera does not bob up and down as the player jumps.
\df_demos_CameraTransitionSpeed [ DEFAULT: 50 RANGE: -N TO N ] - adjusts the camera speeds
Demos camera mode 1: Changes the speed that the camera moves when player presses +forward, +back, etc. Values are striclty positive (a negative CameraTransitionSpeed is converted to positive for usage in this camera mode).
Demos camera mode 4, 5, 6, 7: Changes the speed that the camera moves from saved position to saved position.
* Positive values: Camera transition is time-fixed - the camera will take the same amount of time to move between 2 camera positions that have short distance, as 2 camera positions that have a larger distance. The speed of the camera transition therefore changes with distance between the camera positions.
* Negetiva values: Camera transition is speed-fixed - the camera moves at a steady speed, regardless of the distance between the 2 camera positions. The time of the camera transition therefore changes with the distance between the camera positions.
While viewing a quake3 demo, certain keypresses on the keyboard are allowed, other are not. If a key is pressed that is not allowed, quake3 will exit the demo. Thererfore it is necessary to bind keys for Demos Cameras to \"allowed\" keyboard keys.
The keys that quake3 does allow during demos are:
The Function keys (F1 through F12)
The Insert, Delete, Home, End, Page Up, and Page Down keys
The numberpad keysIn order to use the camera modes, you will need to bind the movement commands to keys that quake3 allow to be pressed during demo playback. Also, to user the transitioning camera modes, you will need to create saved positions within a map, and then recall these saved positions during demo playback. The config information below lists binds that can be used for all the camera modes. The position saving and loading information is used with the transitional camera modes.
Create a .cfg file (or paste these into your q3config.cfg file) and execute the config inside quake3
//---[ DF-DemoCams ]-----------------------------
echo [ CONFIG ^1LOADED ] ^4--> ^1DF-[DemoCams]\"
//---[ Movement during demos ]---
// pressing the uparrow, downarrow, etc. will move the camera forward, backward, etc.
// (for cameramode 1) during demos
bind UPARROW \"+forward\"
bind DOWNARROW \"+back\"
bind LEFTARROW \"+moveleft\"
bind RIGHTARROW \"+moveright\"
bind INS \"+moveup\"
bind DEL \"+movedown\"
//---[ Camera speed changing ]---
// press + on the numpad to increase speed
// press - on the numpad to decrease speed
bind KP_MINUS \"varMath df_demos_CameraTransitionSpeed - 25\"
bind KP_PLUS \"varMath df_demos_CameraTransitionSpeed + 25\"
//---[ Position saving and loading within a map ]---
// pressing 1, 0 will store position 1 (within a map, not during a demo)
// pressing 2, 0 will store position 2 (within a map, not during a demo)
// pressing 9 will clear all the positions
set posempty \"\"
bind 0 \"savepos 0\"
bind 1 \"vstr pos1; set saveposname pos1\"
bind 2 \"vstr pos2; set saveposname pos2\"
bind 3 \"vstr pos3; set saveposname pos3\"
bind 9 \"set pos1 vstr posempty; set pos2 vstr posempty; set pos3 vstr posempty; echo saved positions cleared\"
//---[ Camera positioning during demos for transitional cams ]---
// pressing 1 on the numberpad will set the camera (for transitioning cams) to position 1 (during demos)
// pressing 2 on the numberpad will set the camera (for transitioning cams) to position 2 (during demos)
bind KP_END \"set saveposname pos1\"
bind KP_DOWNARROW \"set saveposname pos2\"
bind KP_PGDN \"set saveposname pos3\"
bind KP_INS \"set pos1 vstr posempty; set pos2 vstr posempty; set pos3 vstr posempty; echo saved positions cleared\"
//---[ Camera mode changing ]---
// Pressing Page Up/Page Down will increase/decrease the camera mode
bind PGUP \"varMath df_demos_CameraMode + 1\"
bind PGDN \"varMath df_demos_CameraMode - 1\"
//--------------------------------------------------The different camera modes have different requirements to be used. The free (non transitional) cams (modes 1, 2, and 3) do not require any saved positions to operate. The transitional cams (modes 4, 5, 6, and 7) require the user to load a map first, and create the saved positions within the map, before using the cams during demo playback.
For most of the camera modes you will need to enable the standard quake3 view cg_thirdperson 1, otherwise you will not see the player during the demo (although this may be useful to you). Note that you may need to set cg_thirdperson 1 during the actual demo playback (sometimes quake3 switches back to cg_thirdperson 0). If so, do so by bringing down the console and typing cg_thirdperson 1.
5A. Using The FreeCams
Using the free (non transitional) cams (modes 1, 2 or 3) do not require any saved position information. Simply set df_demos_CameraMode to 1, 2, or 3.
For modes 1 and 3, set cg_thirdperson 1.
Camera mode 1: set cg_thirdperson 1. Use your movement bound keys to move the camera. Use the mouse to change your view angles. Use df_demos_CameraTransitionSpeed to adjust the speed that the camera moves.
Camera mode 2: set cg_thirdperson 0. Use your mouse to change your view angles
5B. Using The Transition Cams
Using the transition cams require you to set saved positions with a map first, before demo playback. Failing to do so will cause the camera to remain static within a demo.
First you must set the desired camera positions. Load the map (the same map that the demo uses). Move within the map to the first desired camera position (use \noclip if necessary). Press \"1\" then \"0\" to save the first position. Now move to the second position. Press \"2\", then \"0\". Move to a third position and press \"3\" then \"0\". Now press \"1\" to set the camera to the first position.
Choose your desired transitional camera mode. df_demos_CameraMode 4, 5, 6, or 7. Set cg_thirdperson 1.
Now load the demo. The camera will start at position 1. When you wish to key the camera transition from position 1 to positon 2, press \"2\" on the number keypad. This will start the camera transition, moving it from position 1 to position 2. The angles will change in different ways, depending on the mode. Press \"3\" on the number keypad to start the transition from position 2 to position 3. Note, you can move from position 1 to position 3, or any other desired combination.
You can use these demo camera modes during demo playback, for video creation use. One thing that may be productive or useful is to save these camera movements you are making during demo playback, without starting avi picture files (not doing screenshots output during demo playback). This would allow you to do the camera movements during demo playback and save your work. If you make a mistake, redo your camera movements, and not have to go and delete all the screenshots that quake3 created during the demo. Then, once you are satisfied with the camera movements, you can then load the demo, and have the camera movements you created occur automatically during the demo playback. This is also useful in the general sense that you get to save the camera movements and reuse that file again, in case you want to do video capture again later (using different quake3 settings or whatever).
The saving of Demo Cam movements is accomplished using the Ghost feature. The Ghost allows you to save your movements, and allows the playback of these movements during demo playback.
See the readme-[Ghosts-DemoCamSaving].txt document for more details.
yhy....., ale jak ktoś angielskiego niebardzo czaji ....:/
niemam go w szkole...:/
JESTEŚ GEJEM !
Luuudzie :|... przeciez nikt Ci nie bedzie tlumaczyl wszysckich readme :/... Jeszcze kopsnij sie na www.q3arena.gry.wp.pl/defragPTC w dzial skrypty - tam jest taki kombajn pod OSPa - rozne matrix\'y, bindy, zwalnianie/rzpyspieszanie tempa, zrzucanie klatek itp. itd...
//---[ DF-DemoCams ]-----------------------------
echo [ CONFIG ^1LOADED ] ^4--> ^1DF-[DemoCams]\"
//---[ Movement during demos ]---
// pressing the uparrow, downarrow, etc. will move the camera forward, backward, etc.
// (for cameramode 1) during demos
bind UPARROW \"+forward\"
bind DOWNARROW \"+back\"
bind LEFTARROW \"+moveleft\"
bind RIGHTARROW \"+moveright\"
bind INS \"+moveup\"
bind DEL \"+movedown\"
//---[ Camera speed changing ]---
// press + on the numpad to increase speed
// press - on the numpad to decrease speed
bind KP_MINUS \"varMath df_demos_CameraTransitionSpeed - 25\"
bind KP_PLUS \"varMath df_demos_CameraTransitionSpeed + 25\"
//---[ Position saving and loading within a map ]---
// pressing 1, 0 will store position 1 (within a map, not during a demo)
// pressing 2, 0 will store position 2 (within a map, not during a demo)
// pressing 9 will clear all the positions
set posempty \"\"
bind 0 \"savepos 0\"
bind 1 \"vstr pos1; set saveposname pos1\"
bind 2 \"vstr pos2; set saveposname pos2\"
bind 3 \"vstr pos3; set saveposname pos3\"
bind 9 \"set pos1 vstr posempty; set pos2 vstr posempty; set pos3 vstr posempty; echo saved positions cleared\"
//---[ Camera positioning during demos for transitional cams ]---
// pressing 1 on the numberpad will set the camera (for transitioning cams) to position 1 (during demos)
// pressing 2 on the numberpad will set the camera (for transitioning cams) to position 2 (during demos)
bind KP_END \"set saveposname pos1\"
bind KP_DOWNARROW \"set saveposname pos2\"
bind KP_PGDN \"set saveposname pos3\"
bind KP_INS \"set pos1 vstr posempty; set pos2 vstr posempty; set pos3 vstr posempty; echo saved positions cleared\"
//---[ Camera mode changing ]---
// Pressing Page Up/Page Down will increase/decrease the camera mode
bind PGUP \"varMath df_demos_CameraMode + 1\"
bind PGDN \"varMath df_demos_CameraMode - 1\"
//--------------------------------------------------
naciskam np 1 to mi sie demko wylacza :(
@#$%, przecierz ja niechce żeby mi ktos angielski przetłumaczał, chciałem dowiedzieć się pare komend tylko, bo podobno są jakies....:/
JESTEŚ GEJEM !
V!RUS*BD - binduj na f1, f2... - jak naciskasz 1, 2... to zawsze sie wylaczy... nie wiesz jakich klawiszy mozna uzywac?... Maly bug w readme moze :PP...
km3co - nawet nie probowales przeczytac tego co napisalem...
\df_demos_CameraMode [ DEFAULT: 0 (off) RANGE: 0 TO 7 ]
\df_demos_CameraTransitionSpeed [ DEFAULT: 50 RANGE: -N TO N ]
Dwie podstawowe komendy...
ok, thx. Gadam czasem z v1rem to porushe ten temat :P
ale i tak thx za te 2 komendy :P.
I tez mam problem z tymi bindami przy demach :p
Poprostu się wyłańcza :P
JESTEŚ GEJEM !
Jeszcze raz powtarzam - zamiast 1 F1, zamist 2 F2 itd...
A te dwie komendy to podstawa - wiecej informacji w readme...
yeeee chodzi mi :D :D :D
zaraz poprawie tego skrypta, i bedzie git :D wrzuce tutaj lepsza wersje :D
A nie przeczytali: [i]In order to use the camera modes, you will need to bind the movement commands to keys that quake3 allow to be pressed during demo playback[/i] :PPPPP... Nikt readme nie czyta calego :/....
ok.thx poradze se :P
JESTEŚ GEJEM !
nigdy nie odpalałem tego modu szczerze mowiac:D
666|Abs
Ludzie bindujecie tylko na F1-F12, a poza tym na insert,pgup,pgdn, home, end, delete, i na strzalkach i na klawie numerycznej, przynajmienj tak w readme pisalo.
Ej ^M^ a jak zrobic te kamere za rakieto????
W readme pisze ze pierwsze 3 kamety to so free a 4 nastempne to jakies z ustawianiem pozycji i ich wywolywania jesli dobrze jarze.
Keep practice, its only way to be better!
Dla Quake ]I[ czas zatrzymał się w miejscu!
gralem z kolega na vq3/osp 1/1 na mapie t2, stanolemza teleportem z RL, koles wyszedl z teleporta zrobil r.j lecial bardzo wysoko nad ziemią ja wypuscilem rakiete wszedlem do teleporta i juz za teleportem slyszalem dzwiek jak dostal z rl\'a 30 metrow nad ziemia :P wiem ze w defragu moge zobaczyc te akcje i wiem jakimi komendami ale jak odpalic demo w defragu tak zeby bylo widac modele ? wzucilem demo do defrag/demos i do baseq3/demos i moge je odpalic ale niewidac graczy, co jest ? :(
PIFPAF.pl - najlepsze serwery multiplayer w Polsce!
zainstaluj sobie defrag 1.9 mnie tam chodza wszystkie dema z OSP i z CPMa[1]
w defragu 1.9 jest taka opcja ze ogladasz demka i z cpma i osp wystarczy wlaczyc Mod Support i cheja
[b]Q[/b]uake [b]M[/b]otion [b]P[/b]ictures [b]B[/b]rzeg
[Pro]wokator
[i]poprzedni skasowany post cie skonczyl jako uzytkownika orga.[/i][b](c) Rozz[/b]
[i]Nie chcę zrozumienia, pocieszenia
Iluzji istnienia, pustego uwielbienia
Jestem kim jestem inny nie będę
Z ...
Hmm ja tez bylem zafacynowany tymi camerami ale jak przyszlo co do czego to po prostu nic z tego nie zaczaiłem i postanowiłem se ospuścić.. tak bedzie latwiej =) Moj film nie musi przeca konkurowac z fragadikiem :P .. No Chyba ze znalazłbym jakieś przetlumaczone readme to może by mnie ambicja wzięła :P
Kamerki... heh... sam juz zaczalem pisac swoje (bardzo ubogie zreszta) skrypty do replayow - polecam lekture readmow, bo inaczej to troche ciezko to zrozumiec (sam nie umiem jeszcze wprowadzic timescale, efektu \'matrixa\' etc. - a jest to mozliwe)...
Daje to naprawde duze mozliwosci przy tworzeniu filmow - jak juz ktos zalapie wsio to bedzie mogl sobie oszczedzic koope roboty z kamerami... zrobil skrypta - i wiola, gra ;-).
Da sie zmieniac w tym kamerach praktycznie wszystko, co sie da zmienic poprzez komendy konsoli - np. plynne przejscia z danego fovu na drugi wraz z ustalonych ruchem kamery itp.. ehh... zeby to jeszcze wszystki umiec juz ;=)...