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Modify camera

+
M

Mike01010101

Forum regular
#1
Jun 27, 2013
Modify camera

Hi

I would like to modify the ingame third person camera parameters and behavior. Where can i find this in Redkit editor?

thanks
 
S

shak-otay

Senior user
#2
Jun 28, 2013
There's these scripting functions:
theCamera.GetZoom() ;
theCamera.SetZoom(value : float) ;

Didn't get them work so far.

Another hint: http://forums.cdprojektred.com/threads/238-Edit-Camera-Is-it-possible?highlight=camera

You might also fiddle around with (on your own risk):
camera.w2ent -> Entity editor, CCameraComponent, Node properties, fov (Field of view) and aspect
camera_animations.w2anims
camera_graph.w2beh
camera_ratio_test.w2ent
camera_test.w2ent
camera_test_graph.w2beh
custom_camera.w2ent
custom_camera_graph.w2beh
 
Last edited: Jun 28, 2013
M

Mike01010101

Forum regular
#3
Jun 28, 2013
Thank you. It seems to be very useful:) I will try...
 
M

Mike01010101

Forum regular
#4
Jun 28, 2013
I found a lot of things in script editor. Objects, methods, functions ect. One thing missing. If I modify anything in script how can I "translaste" in game, how can I create a plugable mod of this modifications?
For example: this part handles the zoom in/out during fight regarding the number if enemies:

function UpdateCamera()
{
var Enemies : array <CActor>;
var i : int;

// Dynamic zoom in/out camera in combat
Enemies = parent.FindEnemiesInCombatArea();
if (Enemies.Size() < 1)
{
parent.cameraFurther = 0.0;
} else ....



If I rewrite this function how get I "put back" in game?


thank you
 
S

shak-otay

Senior user
#5
Jun 28, 2013
Didn't test it so far.
This may help:
http://forums.cdprojektred.com/threads/538-Fake-a-cheat-console?p=3288&viewfull=1#post3288

But before baking it you should test/debug your changed scripts in the scriptStudio (connected to the game running in the editor).

(In some scripting lines breakpoints can't be set.)
 
Last edited: Jun 28, 2013
M

Mike01010101

Forum regular
#6
Jun 28, 2013
Thanks. Now this part is clear: The game doesn't use the content of script editor, it uses his own compiled/baked script in CookedPC folder.
How can I bake my modified script?
 
S

shak-otay

Senior user
#7
Jun 28, 2013
edit: well, then, here we go:

change your scripts; then launch content cooker and bake MyMod for example.

In the usercontent\MyMod folder you'll find a scripts.dzip containing all *.ws you changed.
 
Last edited: Jun 30, 2013
M

Mike01010101

Forum regular
#8
Jul 1, 2013
Thanks, I will try ASAP
 
M

Mike01010101

Forum regular
#9
Jul 1, 2013
shak-otay said:
edit: well, then, here we go:

change your scripts; then launch content cooker and bake MyMod for example.

In the usercontent\MyMod folder you'll find a scripts.dzip containing all *.ws you changed.
Click to expand...
You are genius:) Works fine. I will upload my mod soon.
 
R

reddwarf

Forum regular
#10
Sep 11, 2013
shak-otay said:
edit: well, then, here we go:

change your scripts; then launch content cooker and bake MyMod for example.

In the usercontent\MyMod folder you'll find a scripts.dzip containing all *.ws you changed.
Click to expand...
Could you please tell me what should I write to "Source map file" box in content cooker? I changed one script file and I want to see changes in the game.
 
S

shak-otay

Senior user
#11
Sep 11, 2013
The path to your levels world file (*.w2w)

But that would apply to a usercontent mod only!

(Just for sure: if you want to see the changes in the standalone game you need to create a base_scripts.dzip of the folder The Witcher 2\CookedPC\base_scripts)
 
Last edited: Sep 11, 2013
R

reddwarf

Forum regular
#12
Sep 13, 2013
shak-otay said:
The path to your levels world file (*.w2w)

But that would apply to a usercontent mod only!

(Just for sure: if you want to see the changes in the standalone game you need to create a base_scripts.dzip of the folder The Witcher 2\CookedPC\base_scripts)
Click to expand...
I selected outro.w2w. Mod was generated and works fine in the game. But size was 650 MB. So I created new world in folder newworld. Now my mod has 150MB. How can I lower size of the mod.
 
S

shak-otay

Senior user
#13
Sep 13, 2013
You'll have to wait for the patch, I guess.
http://forums.cdprojektred.com/threads/586-Adding-assets-to-the-original-game-possible
(posts #2 and #4)
 
R

reddwarf

Forum regular
#14
Sep 29, 2013
shak-otay said:
You'll have to wait for the patch, I guess.
http://forums.cdprojektred.com/threads/586-Adding-assets-to-the-original-game-possible
(posts #2 and #4)
Click to expand...
I changed only several script files. I know that other similar mods have size only several MBs. There must be some way to lower the size of my mod.

Traditional 3rd Person Camera Style.
http://redkit.cdprojektred.com/index.php?c=mod&m=show&p=96

Change your Fov
http://redkit.cdprojektred.com/index.php?c=mod&m=show&p=76|sectionImages|0
 
S

shak-otay

Senior user
#15
Sep 30, 2013
Have a look at Asmodean's test_camera.w2w.

These w2lgs are contained (strings in w2w only, no data in the mod):
Code:
levels\04_city\group.w2lg
levels\l01-keep\group.w2lg
levels\l02-port\group.w2lg
levels\l02-port\craftsmen_district\group.w2lg
levels\l02-port\marketplace\group.w2lg
levels\l02-port\pier\group.w2lg
levels\l02-port\village\group.w2lg
levels\l02-port\village\buildings\group.w2lg
and these level folders:
Code:
The Witcher 2\data\levels\03_camp\

The Witcher 2\data\levels\04_city\
The Witcher 2\data\levels\04_city\slope_path\

The Witcher 2\data\levels\arena\

The Witcher 2\data\levels\l01-keep\
The Witcher 2\data\levels\l01-keep\tents\

The Witcher 2\data\levels\l02-port\
...
Just a wild guess: he cooked the whole game then deleted all unneeded files from his mod (unpack/delete/repack).

Maybe you ask him?
 
Last edited: Sep 30, 2013
B

BurningBush

Forum regular
#16
Oct 17, 2013
Hi guys!
Is there a way to change the fov while being in free cam mode (F1)?!
 
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