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(06-04-2018, 08:37 AM)One More Try Wrote: [ -> ]The reason zoom pops is because it becomes the active camera and starts using the sideview zoom value. You could adjust 1828 to try to make sideview zoom align with faceoff zoom, but it might be too strong.

...or tune the centre zoom to align with the base side zoom, right? I'll try that!
Thanks.
So we are close!
I revisited and re-tuned all the values for side camera as well as faceoffs (centre, side). Moved the source camera little back so I can adjust the zoom and align with the centre faceoff top-down view. So now it matches perfectly.

https://www.youtube.com/watch?v=6ggwUB6wuaM

I spent a lot of time thinking and testing if it's really worth the effort to try to hide the back of the 2d crowd, as we spoke earlier, with forcing the camera focus. And it is probably not.
It would probably end up just with a lot of frustrations and cost you a lot of time/energy and then we might actually realize that it looks so unnatural that it's overall worse than what we have accomplished now.

I'll continue in the next post...
So what left with our camera? Smile

2 things.
Now I'm not sure how much energy and patience left on your side, so if you feel like you wanna look at just one thing, we can skip the point no1., because I would really love to give the point no 2. a serious try, as it would look/feel really great and really separate us from the EA competition Lol.

So no1:
The side view camera is not properly centred as you can see in this vid, please pay attention to the red and blue lines on the ice and how it changes when the players in at the centre.
https://www.youtube.com/watch?v=kqWqYUhXVEo

I'll continue in the next post...
And here is no2!
We already talked about it little. During the actual broadcast in the real world, there is a random time where the director of the broadcast cuts to the close-up camera. These close-ups are usually very short 2-3 seconds sometimes little longer or shorter. It adds another depth and dimension to the game. And if done well it might actually help a player with a sense and awareness where his teammates are on the ice.

What I mean by that is that if you can give me the similar tools you gave me with the faceoffs, where I could program the position of the camera source (up/down, left/right, zoom) for these zones on the ice. Every zone would have different settings. So everytime the puck crosses these zones the camera would switch to the pre-programmed close-up angle and after 2-3 seconds back to the side camera.

Here is a map where the camera cuts zones might be:

[Image: rVD3qxr.jpg]

What do you think??
The locations aren't too bad. If we consider the three in the middle as centered on the y-axis then we just check if an absolute value is between 0 and 0.5 or 1. The x-axis is a bit more difficult. You don't want 6 checks.

The Top/Bottom ones aren't too bad either if we consider it the same distance from the wall.

I'll try to make a really weak prototype without these points, but with a timer.

Does changing the values at the bottom of sideview position do nothing for centering?
great! Of course, it doesn't have to be exactly on these spots. Just close, if possible.
That will be awesome, thanks.
"Does changing the values at the bottom of sideview position do nothing for centering?"

I don't think so. But I rather check again...
so nope. The values I can edit in the position code are for the following:

04001814 c53b8000 //broadcast position front/back -2900, -3000
04001818 448fc000 //broadcast up/down 1250, 1150

I would probably need position left/right or pan left/right to fix that.
Ok, and I don't think you commented on the Alt faceoff post, where it fixes the odd zoom before the top/down...?
(06-05-2018, 06:50 AM)One More Try Wrote: [ -> ]Ok, and I don't think you commented on the Alt faceoff post, where it fixes the odd zoom before the top/down...?

I tried that version of course as well but thought it is a version without the side zoom cut before the top-down, otherwise exactly the same? Or something messed on my side?