moloko
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Post by moloko on Jan 9, 2011 12:36:32 GMT -5
I had a quick look into this and I might be able to figure out how to do it for 4:3. No promise, though, as it's a damn lot of text and I don't exactly know what he changed. We'll see.
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moloko
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Post by moloko on Jan 17, 2011 17:10:49 GMT -5
Okay, I quickly checked some variables and got it working on 800x600 resolution. Don't know about the others, as I have a 16:10 screen. Give it a shot and tell me if it works, make a screenshot if it doesn't and I see if I can do something about it. This file contains both the datafile.big and the two .txt files that belong into datafile.big and need to be (un)packed with Gibbed Tools. Still busy with my project paper but if it doesn't work I'll try again. Cheers.
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tommah
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Where's My Wiskey
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Post by tommah on Jan 19, 2011 18:13:58 GMT -5
yea it did work in 800x600... I play in 12**x1024 or whatever though. if its fairly easy to modify you could tell me and I'll just do it myself.
thanks for your release though, it looks pretty cool
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moloko
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Post by moloko on Jan 20, 2011 8:06:05 GMT -5
So it doesn't work in your resolution? I thought it would stretch to 4:3 nonetheless. Anyhoo, this is what I found out by trying:
Basically you only need to play with the viewport.txt, since camera.txt only contains changed FOVs from what I saw.
cViewportShape MainView_16x9 { X = "0" Y = "0.130" Width = "1" Height = "0.76" Aspect="2.35" }
///// Here is what I changed
cViewportShape MainView_4x3 { X = "0" Y = "0.150" Width = "1" Height = "0.45" Aspect="2.35" }
////
cViewportShape MainView_4x3_16x9_Letterbox { X = "0" Y = "0.125" Width = "1" Height = "0.75" Aspect="1.777777778" }
cViewportShape MainView_5x4 { X = "0" Y = "0" Width = "1" Height = "1" Aspect="1.25" }
cViewportShape MainView_5x4_16x9_Letterbox { X = "0" Y = "0.1484375" Width = "1" Height = "0.703125" Aspect="1.777777778" }
cViewportShape MainView_16x10 { X = "0" Y = "0.160" Width = "1" Height = "0.7" Aspect="2.35" }
cViewportShape MainView_16x10_16x9_Letterbox { X = "0" Y = "0.05" Width = "1" Height = "0.9" Aspect="1.777777778" }
Everything is there, the aspect is obviously the aspect ratio, where 1.33 would equal 4:3. "X" and "Y" place the visible area of the screen to left/right and up/down. X doesn't need to be changed as it's centered already.
I played with Y and noticed that the change in position is fairly huge. I tried 0.8 and it put the visible area to the bottom, whereas negative values don't work. I tried -0.2 and I got an all black screen, the visible area being put somewhere above my monitor. I dunno which value I took in the uploaded file, but it worked for centering the screen at 800x600. "Width" can be left as it is, too. "Height" obviously streches/squeezes the screen.
I don't know why it didn't work with your resolution as the streches are general. Maybe you need to change the values in "cViewportShape MainView_4x3_16x9_Letterbox", too.
Let me know if you get it working, cheers.
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Deleted
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Post by Deleted on Mar 14, 2011 18:07:36 GMT -5
Anyone have this floating around still?
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Post by anno1404 on Mar 14, 2011 22:35:19 GMT -5
Please, if you need help, please be more specific in what you want. What exactly are you looking for?
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Deleted
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Post by Deleted on Mar 15, 2011 15:04:04 GMT -5
Please, if you need help, please be more specific in what you want. What exactly are you looking for? My apologies. I was referring to a pre-edited datafile.big with the wider fov (80 preferred) and other such fov tweaks such as the one in in OP (which, as your edit states, now has a broken link).
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Post by anno1404 on Mar 15, 2011 15:30:18 GMT -5
I will see what I have tonight, and post it.
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moloko
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Post by moloko on Mar 15, 2011 19:58:04 GMT -5
This might be what you are looking for, too.
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Post by anno1404 on Mar 15, 2011 20:47:57 GMT -5
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moloko
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Post by moloko on Apr 18, 2011 14:16:02 GMT -5
Re-Upload of the original mod (altered FOV, black bars on top and bottom); contains both a modified datafile.big and the files (camera.txt and viewport.txt): RapidshareMegauploadAnd just the altered .txt files, which belong into the datafile.big for doing it yourself. Attachments:
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Post by anno1404 on Jul 3, 2011 23:54:01 GMT -5
I bet it is possible to make great screenshots of chuck attacking, just like they do in the promo screenshots, by changing the camera angle. any suggestions on what to change to do this. For example, when Chuck is attacking with a broadsword, have the camera to his side and at his waist, slightly angled up. Here is the first section of camera.txt: cThirdPersonCam OverShoulderCam { Anticipate_CastRadius = "0.05" Anticipate_ClosestPoleLengthOffset = "0.05" Anticipate_HitPercentBias = "0.7" Anticipate_InfluenceDampeningRate = "0.15" Anticipate_PlayerSpeedSaturation = "6.0" Collide_CastRadius = "0.3" Collide_NearPlaneGrow = "0.5" Drive_MaxSpeedTrackingSaturation = "4" Drive_MaxTrackingRate = "0.04" Drive_MinSpeedToStartTracking = "2" Drive_Speed_LERP = "0.03" Drive_TrackingRateHermite_0 = "0" Drive_TrackingRateHermite_1 = "2" FOV = "70" PoleLength_Base = "3.8" PoleLength_Dampening = "0.9" PoleLength_LengthWhenRunningTowardsCam = "6.8" Stick_Dampening = "0.8" Stick_MaxPitch = "50.0" Stick_MinPitch = "-20.0" Stick_Sensitivity = "140.0" Stick_SensitivityHermite_0 = "1.0" Stick_SensitivityHermite_1 = "1.0" Tracking_RayCastLength = "1.5" Tracking_VerticalDampening = "0.8" Tracking_VerticalOffset = "1.3" Tracking_VerticalOffsetAtCloseRange = "1.65" }
Here are all the sections, 153 of them: cThirdPersonCam OverShoulderCam cThirdPersonCam OverShoulderCamNoGround cWeaponThrowCamData WeaponOverrideCam cRangeModeCam AlternateWeaponViewCam cRangeModeCam BallBustersCam cVehicleBehaviorCam StandardMotorcycleCam cVehicleBehaviorCam MotorcycleCamUnderground cVehicleBehaviorCam VehicleCam cVehicleBehaviorCam inGameRollableCam cOverShoulderCam OldOverShoulderCam cThirdPersonCam OverShoulderCamMiniGame cOverShoulderCam PoundOfFleshCam cThirdPersonCam HatTrickCam cVehicleBehaviorCam TankCam cThirdPersonCam StickItCam cVehicleBehaviorCam SclicyclesCam cOverShoulderCam ShootingGalleryCam cThirdPersonCam PikeCam cVehicleBehaviorCam WheelBarrowCam cVehicleBehaviorCam PushableCam cWeaponViewCam BowlingCam cWeaponViewCam GolfingCam cWeaponViewCam LargeBoxThrow cSniperModeCam SniperCam cSniperModeCam MinigameSniperCam cCannonCam CannonCam cVehicleCam OldStandardMotorcycleCam cVehicleBehaviorCam WheelchairTank cRollableCam RamsterBallCam_Chase cRollableCam RamsterBallCam cRollableCam RollableCam cAxisCam AxisCamX cAxisCam AxisCamY cAxisCam AxisCamZ cAnimViewCam AnimViewCam cPosterCam PosterCam cFirstPersonCam FirstPersonCam cMiniGameHatTrickCam MiniGameHatTrickCam0 cMiniGameHatTrickCam MiniGameHatTrickCam1 cMiniGamePikeCam PikeOrbitCam cOverShoulderCam BossThrowCam cStationaryCam StationaryCam cWeaponAttackCam WeaponAngle1 cWeaponAttackCam WeaponAngle2 cWeaponAttackCam WeaponAngle3 cWeaponAttackCam WeaponAngle4 cWeaponAttackCam WeaponAngle5 cWeaponAttackCam WeaponAngle6 cStandardCam minigame_transition_1 cStandardCam minigame_transition_2 cStandardCam minigame_transition_3 cStandardCam minigame_transition_4 cStandardCam minigame_pregame_1 cStandardPoleCam minigame_intro_ramsterball1 cStandardPoleCam minigame_intro_ramsterball2 cStandardPoleCam minigame_intro_headache1 cStandardPoleCam minigame_intro_headache2 cStandardCam minigame_intro_hattrick cStandardCam minigame_intro_moosehead cStandardCam minigame_intro_lawnmower cStandardCam minigame_lockerroom_cam cGrappleCam grapple_front cGrappleCam grapple_back cGrappleCam grapple_crotch cGrappleCam grapple_ground_on_face cGrappleCam grapple_ground_on_back cGrappleCam grapple_gas_front cGrappleCam grapple_gas_back cGrappleCam grapple_gas_ground_on_face cGrappleCam grapple_gas_ground_on_back cPropRelativeCam slotmachine_stand_camera cPropRelativeCam moneybooth_camera cStandardCam peepshow_camera cPropRelativeCam standee_camera cRootRelativePoleCam mechanicalbull_camera cPropRelativeCam golfbooth_camera cPropRelativeCam gyroscope_camera cPropRelativeCam pokercamera_5 cPropRelativeCam pokercamera_4 cPropRelativeCam pokercamera_3 cPropRelativeCam pokercamera_2 cPropRelativeCam pokercamera_other cPropRelativeCam pokercamera_Chuck1 cPropRelativeCam pokercamera_closeup1 cPropRelativeCam pokercamera_closeup2 cPropRelativeCam pokercamera_closeup3 cPropRelativeCam pokercamera_closeup4 cPropRelativeCam pokercamera_closeup5 cPropRelativeCam pokercamera_quitecloseup1 cPropRelativeCam pokercamera_quitecloseup2 cPropRelativeCam pokercamera_quitecloseup3 cPropRelativeCam pokercamera_quitecloseup4 cPropRelativeCam pokercamera_quitecloseup5 cPropRelativeCam pokercamera_extremecloseup1 cPropRelativeCam pokercamera_extremecloseup2 cPropRelativeCam pokercamera_extremecloseup3 cPropRelativeCam pokercamera_extremecloseup4 cPropRelativeCam pokercamera_extremecloseup5 cPropRelativeCam pokercamera_stripregular cPropRelativeCam pokercamera_striphead cPropRelativeCam pokercamera_stripfeet cPropRelativeCam pokercamera_striplowerbody cPropRelativeCam pokercamera_stripupperbody cPropRelativeCam pokercamera_overhead cPropRelativeCam pokercamera_highrolleroutside cPropRelativeCam pokercamera_highrolleroutside2 cPropRelativeCam pokercamera_highrolleroutside3 cPropRelativeCam pokercamera_safehouseoutside cPropRelativeCam pokercamera_outerview1 cPropRelativeCam pokercamera_outerview2 cPropRelativeCam pokercamera_outerview3 cPropRelativeCam pokercamera_outerview4 cPropRelativeCam pokercamera_outerview5 cPropRelativeCam slotmachine_sit_camera cPropRelativeCam VendingMachineCamera cPropRelativeCam GateHackCamera cStandardPoleCam minigame_intro_pan_1 cStandardPoleCam minigame_intro_pan_2 cStandardPoleCam minigame_bb_intro_pan_1 cStandardPoleCam minigame_bb_intro_pan_2 cStandardCam ramsterball_random_sequence_1 cStandardCam ramsterball_random_sequence_2 cStandardCam ramsterball_random_sequence_3 cStandardCam ramsterball_random_sequence_end_red cStandardCam ramsterball_random_sequence_end_blue cStandardCam ramsterball_random_sequence_end_green cStandardCam ramsterball_random_sequence_end_yellow cWeaponAttackCam SkillMoveAngle1 cWeaponAttackCam SkillMoveAngle2 cWeaponAttackCam SkillMoveAngle3 cWeaponAttackCam SkillMoveAngle4 cWeaponAttackCam SkillMoveAngle5 cWeaponAttackCam SkillMoveAngle6 cPokerCam PokerCameraStrip cPokerCam PokerCameraStripQuiteClose cPokerCam PokerCameraStripVeryClose cPokerCam PokerCameraStripExtremeClose cPokerCam PokerCameraStripSeat1 cPokerCam PokerCameraStripQuiteCloseSeat1 cPokerCam PokerCameraStripVeryCloseSeat1 cPokerCam PokerCameraStripExtremeCloseSeat1 cPokerCam PokerCameraHighRollers cPokerCam PokerCameraHighRollersQuiteClose cPokerCam PokerCameraHighRollersVeryClose cPokerCam PokerCameraHighRollersExtremeClose cPokerCam PokerCameraHighRollersSeat1 cPokerCam PokerCameraHighRollersQuiteCloseSeat1 cPokerCam PokerCameraHighRollersVeryCloseSeat1 cPokerCam PokerCameraHighRollersExtremeCloseSeat1 cWatchCam WatchCam cStandardCam RescueCam cStandardCam RescueCam_Tiger cStandardCam RescueCam_Prologue cStandardCam MainMenuCam
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moloko
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Post by moloko on Jul 4, 2011 4:28:14 GMT -5
I suppose the sword uses another entry, one of those: cWeaponAttackCam WeaponAngle2 { CameraDistanceFromPlayer = "3.8" CameraHeight = "0.5" CameraRotationAroundPlayer = "5.7" TargetDistanceFromPlayer = "1.3" TargetHeight = "1.1" TargetRotationAroundPlayer = "-0.3"
Pretty self explanatory entries, I guess.
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Post by anno1404 on Jul 4, 2011 10:07:54 GMT -5
I suppose the sword uses another entry, one of those: cWeaponAttackCam WeaponAngle2 { CameraDistanceFromPlayer = "3.8" CameraHeight = "0.5" CameraRotationAroundPlayer = "5.7" TargetDistanceFromPlayer = "1.3" TargetHeight = "1.1" TargetRotationAroundPlayer = "-0.3" Pretty self explanatory entries, I guess. Interesting which weapon is which weapon angle. cWeaponAttackCam WeaponAngle1 cWeaponAttackCam WeaponAngle2 cWeaponAttackCam WeaponAngle3 cWeaponAttackCam WeaponAngle4 cWeaponAttackCam WeaponAngle5 cWeaponAttackCam WeaponAngle6 Maybe WeaponType = "4" entry? cPlayerWeaponItem Broadsword { AchievementCategory = "0" ActionButton0 = "PLAYERBUTTON_QUICKRELEASE" ActionButton1 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton2 = "PLAYERBUTTON_CHARGEATTACK_SHORT" ActionButton3 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton4 = "PLAYERBUTTON_QUICK_ATTACK" ActionButton5 = "PLAYERBUTTON_QUICK_ATTACK" ActionDesiredAnimState0 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState2 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState3 = "ANIMSTATE_ATTACKSEQUENCE" ActionDesiredAnimState4 = "ANIMSTATE_FREEFALLATTACKTOIDLE" ActionDesiredAnimState5 = "ANIMSTATE_FREEFALLATTACKTOIDLE" ActionRequiredAnimState1 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState3 = "ANIMSTATE_ATTACKSEQUENCE" ActionRequiredAnimState4 = "ANIMSTATE_RUNJUMPB" ActionRequiredAnimState5 = "ANIMSTATE_JUMPB" ActionTargetCrawlerOnly5 = "false" ActionTargetCrawlerOnly6 = "false" AnimationAttackChooserValue0 = "142" AnimationAttackChooserValue1 = "143" AnimationAttackChooserValue2 = "356" AnimationAttackChooserValue3 = "147" AnimationAttackChooserValue4 = "1" AnimationAttackChooserValue5 = "2" AnimationAttackName0 = "male_attack_sword_6_to_1_a" AnimationAttackName1 = "male_attack_sword_6_to_1_b" AnimationAttackName2 = "male_sword_1_to_5_ground" AnimationAttackName3 = "male_sword_a_2_to_8_360" AnimationAttackName4 = "male_sword_jump_1_to_5_lfoot_long" AnimationAttackName5 = "male_sword_jump_1_to_5_lfoot_short" AnimationChooserValueForHand = "8" AnimationChooserValueForIdle = "0" AnimationChooserValueForPickup = "0" AnimationChooserValueForPutdown = "0" AnimationChooserValueForThrow = "10" AnimationChooserValueForWalkRun = "0" AnimBankName = "Sword" Arbitraty_Slice = "true" AssociatedMagazineType0 = "8" AssociatedMagazineType1 = "12" AttackAudioAssetName0 = "BroadswordHitBody" AttackAudioAssetName1 = "BroadswordHitBody" AttackAudioAssetName2 = "BroadswordHitBodyBig" AttackAudioAssetName3 = "BroadswordHitBody" AttackAudioAssetName4 = "BroadswordHitBodyBig" AttackAudioAssetName5 = "BroadswordHitBodyBig" AttackDamage0 = "125" AttackDamage1 = "125" AttackDamage2 = "125" AttackDamage3 = "125" AttackDamage4 = "125" AttackDamage5 = "125" AudioActionBits = "256" AudioCollisionProfile = "2" AudioFilename = "fx_broadsword" AudioItemName = "Broadsword" AudioUnloadDeferralTime = "1" CollidableQuality = "0" CollisionAudioDissipationFactor = "0.01" CollisionType = "3" ComboBlendDuration0 = "0.3" ComboBlendDuration1 = "0.2" ComboBlendDuration2 = "0.1" ComboBlendDuration3 = "0.2" ComboBlendDuration4 = "0.05" ComboBlendDuration5 = "0.05" ComboBlendXZToUse0 = "2" ComboBlendXZToUse1 = "2" ComboBlendXZToUse2 = "2" ComboBlendXZToUse3 = "2" ComboBlendXZToUse4 = "2" ComboBlendXZToUse5 = "2" ComboBlendYToUse0 = "2" ComboBlendYToUse1 = "2" ComboBlendYToUse2 = "2" ComboBlendYToUse3 = "2" ComboBlendYToUse4 = "2" ComboBlendYToUse5 = "2" DisplayName = "50842" DR2 = "true" DR2EPI = "false" DR2PRO = "true" Durability = "40" EffectAudio0 = "3" EffectAudio1 = "4" EffectAudio2 = "5" EffectAudio3 = "4" EffectAudio4 = "4" EffectAudio5 = "4" EffectOnImpact0 = "280" EffectOnImpact1 = "280" EffectOnImpact2 = "281" EffectOnImpact3 = "280" EffectOnImpact4 = "280" EffectOnImpact5 = "280" EffectOnVictim0 = "13" EffectOnVictim1 = "13" EffectOnVictim2 = "13" EffectOnVictim3 = "13" EffectOnVictim4 = "13" EffectOnVictim5 = "13" EffectOnWeapon0 = "155" EffectOnWeapon1 = "155" EffectOnWeapon2 = "155" EffectOnWeapon3 = "155" EffectOnWeapon4 = "155" EffectOnWeapon5 = "155" FatalHitReaction0 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction1 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction2 = "HITREACTION_WEAPON_SLICE_VERTICAL" FatalHitReaction3 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" FatalHitReaction4 = "HITREACTION_WEAPON_SLICE_VERTICAL" FatalHitReaction5 = "HITREACTION_WEAPON_SLICE_VERTICAL" Friction = "25" HandlingStyle = "0" HandsForPickup = "1" HitReaction0 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction1 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction2 = "HITREACTION_WEAPON_SLICE_VERTICAL" HitReaction3 = "HITREACTION_WEAPON_SLICE_HORIZONTAL" HitReaction4 = "HITREACTION_WEAPON_SLICE_VERTICAL" HitReaction5 = "HITREACTION_WEAPON_SLICE_VERTICAL" IconFilename = "w_broadsword" IgnoreAnyComboRequests0 = "false" IgnoreAnyComboRequests4 = "true" IgnoreAnyComboRequests5 = "true" Impulse0 = "1" Impulse1 = "1" Impulse2 = "1" Impulse3 = "1" Impulse4 = "1" Impulse5 = "1" InteractDistance = "1.3" InventoryInteractionType = "0" IsWeapon = "true" LoadDistance = "30" MaxProjectileDamage = "125" ProjectileFatalHitReaction = "50" ProjectileHitImpulse = "1" ProjectileHitReaction = "13" PyroEffect0 = "0" RequiredComboSeqCounter0 = "0" RequiredComboSeqCounter1 = "1" RequiredComboSeqCounter2 = "0" RequiredComboSeqCounter3 = "2" RequiredComboSeqCounter4 = "0" RequiredComboSeqCounter5 = "0" ResetComboSeqCounter1 = "false" ResetComboSeqCounter2 = "true" ResetComboSeqCounter3 = "true" ResetComboSeqCounter4 = "false" ResetComboSeqCounter5 = "false" Restitution = "0.05" Reticle_ActiveInRangeMode = "true" Reticle_Type = "1" SurvivorWeapon = "true" ThrowAngleDegrees = "5" ThrowEffectAudio = "5" ThrowEffectOnImpact = "280" ThrowEffectOnVictim = "13" ThrowForce = "10" ThrowSpin = "20,0,0" VibrationPattern0 = "5" VibrationPattern1 = "5" VibrationPattern2 = "5" VibrationPattern3 = "14" WeaponCanSliceLimbs = "false" WeaponType = "4" Weight = "15" cAttachedToZombieInfoItem bswd_attached_info { DamagePerSecondWhenAttachedToZombie = "60" PositionToStickTo = "2" StickableArea = "0" StickableAsProjectile = "true" StickArbitrarily = "true" }
cPrestigePointInfoItem bswd_prestige_info { AttackAnimChooserRequired0 = "2" AttackAnimChooserRequired1 = "1" PrestigePointsAwarded0 = "10" PrestigePointsAwarded1 = "10" RewardCondition0 = "2" RewardCondition1 = "2" }
}
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