| tickleonthetum | posted: Sun Apr 02, 2006 4:03 am | |
Member since: 2005-06-16 From: U.K. Posts: 108
| I have some ideas about this resource. I believe it stores the viewing angle etc. when the Hood is exited. If you turn and exit a Hood this data changes: Empty Hood: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 04 07 01 00 00 00 00 01 00 80 6D 44 00 00 00 00 00 00 00 00 00 00 00 00 3F 00 00 20 44 00 00 20 44 00 40 9C 43 00 00 00 00 00 00 00 00 00 00 00 00 00 00 Empty Hood, rotated and zoomed: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 04 07 01 01 00 00 00 01 00 00 E1 43 06 00 00 00 01 D5 78 69 3F FE FF 1F 3F BC D2 D0 40 E0 A2 22 41 00 40 9C 43 00 00 00 00 00 00 00 00 00 00 00 00 00 00 As you can see there are similarities to the NHTR resource in terms of co-ordinates so I think we are looking at something like this: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 04 07 01 01 00 00 00 01 HH HH HH HH 06 00 00 00 01 RR RR RR RR FE FF 1F 3F XY XY XY XY XY XY XY XY XY XY XY XY 00 00 00 00 00 00 00 00 00 00 00 00 00 00 The XY are FLOAT cordinates for X or Y. The HH value is a FLOAT representing the height of the camera, they are the only thing that changes if all you do is zoom. The closer the zoom the lower the number. The RR value is a FLOAT representing the rotation. Some naming suggestions for this resource are 'VIEW', 'VWPT', 'NHVW'. My preference is 'NHVW'. |
| jaxad0127 | posted: Mon Apr 03, 2006 7:54 pm | |
Member since: 2005-10-01 From: Near my laptop Posts: 1067
| I'm wondering why there are three XY dwords and what the byte before and the three bytes after the rotation do. I'll have to look at this. |
| tickleonthetum | posted: Mon Apr 03, 2006 9:26 pm | |
Member since: 2005-06-16 From: U.K. Posts: 108
| I thnk that maybe there is a 'camera' that is position over the Hood using the usual co-ordinates. At first I thought it was just a camera point and a look at point. At least we know know this is what this resource does! |
| jaxad0127 | posted: Mon Apr 03, 2006 9:45 pm | |
Member since: 2005-10-01 From: Near my laptop Posts: 1067
| Ah, how about this then: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 04 07 01 01 00 00 00
01 HH HH HH HH 06 00 00 00
01 RR RR RR RR
XY XY XY XY
XY XY XY XY
XY XY XY XY
XY XY XY XY
00 00 00 00 00 00 00 00 00 00 00 00 00 00 |
| quaxi | posted: Tue Apr 04, 2006 12:13 am | |
Member since: 2006-04-28 Posts: 3154
| When you define a camera, you need a Location (3D-Vector), a Look-At direction (3D-Vektor) and an Up-Vector (3D). Maybe the last one explains some of the data? |
| jaxad0127 | posted: Tue Apr 04, 2006 1:52 am | |
Member since: 2005-10-01 From: Near my laptop Posts: 1067
| Wouldn't this just need a location to look at, a rotation and a camera height or distance? |
| tickleonthetum | posted: Tue Apr 04, 2006 2:29 am | |
Member since: 2005-06-16 From: U.K. Posts: 108
| Quite possibly, I haven't had the time to look into it further just yet... |
| jaxad0127 | posted: Tue Apr 04, 2006 3:00 am | |
Member since: 2005-10-01 From: Near my laptop Posts: 1067
| If it is as Quaxi describes, it'll need nine values (x, y and z three times), where as the way I described, it would only need five values (x, y, z, rotation and height/distance). |
| quaxi | posted: Tue Apr 04, 2006 4:09 pm | |
Member since: 2006-04-28 Posts: 3154
| "jaxad0127" wrote: Wouldn't this just need a location to look at, a rotation and a camera height or distance?
I'd say it depends. For the Neighborhoods in the Sims, you certainly only need a parameter for Location, pitch and yaw, that is correct.
But maybe that is just the game restrictiong the Camera Parameters in that way.
With an additional UpVector, we could also have a Roll for the camera, or look under steeper angle onto the Scene.
Would be neat, if we could define new Camera Views outside of the game, that would give those Movei creators something to play with. |
| jaxad0127 | posted: Tue Apr 04, 2006 4:31 pm | |
Member since: 2005-10-01 From: Near my laptop Posts: 1067
| And allow for some currently impossible shots. |