Dolphin, the GameCube and Wii emulator - Forums

Full Version: Improving the player polygons and LOD
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
The zoom immediately switches, doesn't it? Is that ok?
that's is exactly how it should be. There should be an illusion that its completely different camera/ cameraman- sitting on a different spot in the arena, so the cut to the other camera (or zoom value) needs to be without any zoom in/out or anything like that.

That's why I asked you for more editable values than just zoom. I would love to simulate different camera placement in the arena, for each of this spots/ cameras.
For centering in the middle, I went back and fixed it again (correctly), but it cuts off the far left corner of the arena when the camera has to turn that way. This makes it more difficult to fix. a conditional fix will cause the camera to jump.
Yeah, seems to be much harder to fix it than we thought.
So if I have time I'll try to make squares where the camera can zoom in

Making a second camera that tracks the puck could be difficult. Does the rotation on the code I gave you to fix centering work when on the far sides of the arena? Can it be used to move the camera left/right while still tracking? I think that rotation is centered on the puck, so it would still track.
When you figure out exactly what needs to be done, then doing it is rather quick
Zoom Zones: (Show Spoiler)

Logic:
Center means distance from front/back wall. Exact middle = 0, so near middle could be like 2. I take the absolute value to get a "zone" we can define as center.
Wall means distance from front/back wall. About 12.5 at the top wall, -12.5 at bottom wall. I take an absolute value to get a "zone" we can define as near the top or bottom wall.
"If near XXXX" means distance left/right (towards goalie). Goalie on right requires negative values. Roughly 0 for center and +/- 25 for either side.

Check:
If less than center value, then it is near the center, so check "If near center" and then "If near center 2". Checks by doing "If near center" + or - "Square size" vs actual location, which makes a square zone the puck can be in.
If not near center -> If more than Wall value, then is near wall, so check "If near wall" and then "If near wall 2".
04001844 40400000 //Near Center
04001848 41400000 //Near Wall
0400184c 40000000 //Square Size
04001850 00000000 //If near center -- will trigger at dead center of arena until set
04001854 c1b00000 //If near center 2 -- can edit, this was for a test by goalie on the right.
04001858 00000000 //If near edge -- will trigger while near top/bottom wall and center of arena until set.
0400185c 00000000 //If near edge 2 -- same

Ok, now for you to fill in the values. You need to start dolphin debugger (make a shortcut, right click -> properties, add: -d to the end of the target line). Go to view -> memory. Input 815df724 in the top right box. 815df724 will show the puck value for distance from left/right goalie. Put the puck where you want the zoom to occur then put the value into one of the "If near" spots. I can make a more complicated code later or add spots I guess. For now the spots have to either be near center or near wall.

It actually took me twice as long to add labels and write this up than it did to make the code.
Damn it, I fell asleep, sorry Smile
Reading thru it...
(06-05-2018, 12:40 PM)One More Try Wrote: [ -> ]So if I have time I'll try to make squares where the camera can zoom in

Making a second camera that tracks the puck could be difficult.  Does the rotation on the code I gave you to fix centring work when on the far sides of the arena? Can it be used to move the camera left/right while still tracking? I think that rotation is centred on the puck, so it would still track.

It didn't fix the far sides. 
Yes, I think it still followed the puck.

Actually, even the code that you gave me for side faceoffs let me do a different spot for the camera placement and then it followed the puck. I made the camera like this for the faceoff, but then didn't use it because it would be too far for the faceoff on the other side. But yeah, even on the other far side it followed the puck.
That second post looks to be super difficult for me, but I may try my best to learn it. But not sure if we are not doing it little to difficult though.

Because since now its clear that we can use a "timer" for the triggering the cameras we don't even have to use "spots" exactly. But rather just zones like in this picture:

[Image: zbAkE8n.jpg]

Now if I can add to any of this zone "prevent repeat" timer while editing the "FFC0" value, let's say around 1-3 minutes (different for each zone), add the duration around 1-3 seconds for each zone and make a unique camera for each zone with something similar to this code (it worked for the side faceoffs) :
[color=#000000]Gecko:[/color]

[color=#000000]$Faceoff Sideview editable[/color]
[color=#000000]C2861BCC 00000004[/color]
[color=#000000]389B00D0 C002FFDC[/color]
[color=#000000]D0040000 C002FFD8[/color]
[color=#000000]D0040004 C002FFD4[/color]
[color=#000000]D0040008 00000000[/color]

[color=#000000]AR:[/color]
[color=#000000]$Faceoff sideview camera mod[/color]
[color=#000000]0434219c c5354000 // up/dwn I think[/color]
[color=#000000]04342198 449c4000 // front/back I think[/color]
[color=#000000]04342194 00000000 // [color=#000000]left/right I think[/color][/color]
[color=#000000]043421A0 42880000 //Zoom[/color]


[color=#000000]Then that would be what we need, what do you think? [/color][color=#000000]Let me know how it feels to you Smile[/color]
If the zones run the whole length, they'd be easy. Different timers is probably a good idea.

For the code I posted, all you need to do is the debugger thing to fill in the four "IF" Values based on how close/far to the goalie the puck should be.

The faceoff camera uses different camera code, so we can't rely on that.

There's also a value for puck height. You could zoom when the puck is hit in the air and when the goalie is holding it. Don't know if that'd be good.