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Mouse-controllable external camera?

Posted: Sun Jan 24, 2010 11:21 pm
by Poro
Would it take much to allow external views to be controlled via the mouse, so that we can view our ships 'properly' from any angle and rotational speed we like?

I know this would mean effectively stopping control of the ship (and made compatible across keyboard, mouse, joystick), but then perhaps it could be a selectable option.

OXPs give great models and textures - it's a shame to only see them in combat or through editing the fixed external viewpoints.

Posted: Sun Jan 24, 2010 11:24 pm
by pagroove
Would be great if that was possible

Posted: Mon Jan 25, 2010 12:34 am
by JensAyton
View handling in Oolite is a mess. I have no intention of mucking about with it until after MNSR.

Posted: Mon Jan 25, 2010 11:14 am
by ClymAngus
Are their any online resources we could look at to get a better idea of the problem? Maybe learn us some things that would be useful?

Re: Mouse-controllable external camera?

Posted: Mon Jan 25, 2010 2:06 pm
by Screet
Poro wrote:
I know this would mean effectively stopping control of the ship (and made compatible across keyboard, mouse, joystick), but then perhaps it could be a selectable option.
It doesn't have to prevent control of the ship:
If you have more than one input device, one could be used for controlling the ship and the other for controlling the view ;)

For example someone with a joystick might want to use the mouse to freely move the view - many joysticks even do include a mini-stick which does actually move the mouse. Those without such a stick would probably simply use their desktop mouse or people who fly with the mouse want to use the keyboard to adjust views.

However I'm afraid it would be an annoying task to write the code for such a feature, although it would help to take great screenshots there's little benefit to it otherwise.

Screet

Posted: Mon Jan 25, 2010 2:31 pm
by Poro
Screet wrote:
However I'm afraid it would be an annoying task to write the code for such a feature, although it would help to take great screenshots there's little benefit to it otherwise.
That's what worries me, it is something that would require effort for what is really a non-essential feature. But I wants it. :twisted:

Re: Mouse-controllable external camera?

Posted: Mon Jan 25, 2010 2:52 pm
by Diziet Sma
Screet wrote:
although it would help to take great screenshots there's little benefit to it otherwise.
Whaddaya mean, taking great screenshots is a massively useful feature! :mrgreen:

Posted: Mon Jan 25, 2010 6:22 pm
by ClymAngus
It does also mean you can set a chase view. It's establishing aim point in relation to camera point I does give a serious sence of space.

Posted: Mon Jan 25, 2010 6:34 pm
by JensAyton
ClymAngus wrote:
Are their any online resources we could look at to get a better idea of the problem? Maybe learn us some things that would be useful?
Yes, you can get the source code here. ;-)

Posted: Mon Jan 25, 2010 9:27 pm
by Poro
Diziet Sma wrote:
Whaddaya mean, taking great screenshots is a massively useful feature! :mrgreen:
Yes I suppose it is useful, given the PM that I recently sent you :D
ClymAngus wrote:
It does also mean you can set a chase view. It's establishing aim point in relation to camera point I does give a serious sence of space.
That is what I'd really like - with the only caveat being that there should be a small amount of lag between ship rotation and camera follow-up. If you want to see what I mean, sent an external view (say front on) and then pitch up. I don't like the way the camera is clamed to the ship like that - I'd like it if the ship pitched for a half-second before the camera compensated.

But like I say - this isn't entirely needed for an enjoyable game.

Posted: Mon Jan 25, 2010 10:41 pm
by Kaks
Can't help but agreeing with the core of Ahruman & Screet's posts: it's potentially a major pain to code... However, like the new revised hud code from Y A C a while ago, if any of you feels strongly enough about it, the possibilities are indeed endless, and we should have no problems including such a patch in trunk if any of you guys provides it to the dev team! :D

Posted: Tue Jan 26, 2010 1:05 pm
by ClymAngus
I'll take a look at some core code scream like a girly then run away!

Another thought; it would be really useful for testing models/textures/lighting/bumpmaps in game too!

Posted: Tue Jan 26, 2010 5:16 pm
by Screet
ClymAngus wrote:
I'll take a look at some core code scream like a girly then run away!

Another thought; it would be really useful for testing models/textures/lighting/bumpmaps in game too!
Ooohh...and a freely scriptable outside camera could provide great cinematic sequences for oxpers :D

Screet

Posted: Tue Jan 26, 2010 5:22 pm
by ClymAngus
Slow rotate in the y axis, camera start set at say +5000 in Z?
Drool!

Posted: Tue Jan 26, 2010 8:15 pm
by Poro
And you just know that the opening from Star Wars: A New Hope would be the first thing someone would post.

Hmmm, I wonder what ship choice they'd go for... ?