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Dark GDK / camera position trouble

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DragonsLair
15
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Joined: 3rd May 2009
Location: Scarborough
Posted: 11th May 2009 14:11
This may seem like a very basic question, but Im having alot of trouble positioning the camera.

Ive tried repositioning the default camera, creating a new one and positioning it as an object and nothing works.

At all.

Can someone please give me the correct way of positioning the camera

<a href="http://www.dragonslaircommunity.com">DragonsLairCommunity</a>
xiva
15
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Joined: 16th Apr 2009
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Posted: 11th May 2009 15:21
dbPositionCamera

"Lifes like a box of chocolates, you never know which one you get" Forest Gump
Unless you read the leaflet, thats why hes so "different"
DragonsLair
15
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Joined: 3rd May 2009
Location: Scarborough
Posted: 11th May 2009 16:03
Nah I've tried that and it not working for me

go2none
16
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Joined: 8th Oct 2008
Location: London
Posted: 11th May 2009 18:01
Could you then show or tell us what you tried to achieve? If you show your code someone will fix it for you.

dbPositionCamera is pretty effective.
DragonsLair
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Joined: 3rd May 2009
Location: Scarborough
Posted: 11th May 2009 22:16
I have pretty much fixed it now. except I dont get how to use the dbGetTerrainGroundHeight method properly



all i want is for it to keep the camera just above ground height

AndrewT
17
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Joined: 11th Feb 2007
Location: MI, USA
Posted: 12th May 2009 02:39
If you want to keep the camera just slightly above the terrain, add a couple units to 'g':



You may have to adjust that value to your liking.

i like orange
DragonsLair
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Location: Scarborough
Posted: 12th May 2009 09:38
thats great but even with that code in place, dbControlCameraUsingArrowKeys does not move the camera

ABXG
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Joined: 1st Apr 2009
Location: Canada
Posted: 12th May 2009 10:01
This assumes you are using an actual terrain and are not using an object as a terrain. In this example the ID of the terrain is "1".



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Currently 1500+ lines of code into an "over-the-shoulder" action RPG with combat based on rag-doll physics.
DragonsLair
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Location: Scarborough
Posted: 12th May 2009 11:47
thanks ABXG thats great. Yes Im using terrains so that just fixed my problem. Can the same technique be used with objects?

ABXG
15
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Location: Canada
Posted: 12th May 2009 22:08
If you want collision with objects you will need to look at integrating Sparky's collision or some other collision/physics library into your project. Sparky's Collision library comes with some great examples, it is what my current character controller is based off of at the moment (although it is heavily modified).

------------------------------------
Currently 1500+ lines of code into an "over-the-shoulder" action RPG with combat based on rag-doll physics.
DragonsLair
15
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Joined: 3rd May 2009
Location: Scarborough
Posted: 12th May 2009 22:37
where do I get this library from

ABXG
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Location: Canada
Posted: 12th May 2009 22:38
You can search the forums or it.

------------------------------------
Currently 1500+ lines of code into an "over-the-shoulder" action RPG with combat based on rag-doll physics.
DragonsLair
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Location: Scarborough
Posted: 12th May 2009 22:43
just been reading about it, does it work with DarkGDK?

DragonsLair
15
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Location: Scarborough
Posted: 12th May 2009 22:48
anyway, that aside, whats the best way to make a character have changable clothes? I want to know now as Im rebuilding my model now

jezza
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Joined: 8th Mar 2008
Location: Bham, UK
Posted: 12th May 2009 23:09
Use several different textures and changing them will change the colour of their clothes...

DragonsLair
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Joined: 3rd May 2009
Location: Scarborough
Posted: 12th May 2009 23:22
Not a bad idea....
Although, i was thinking more on the line of being able to put a long coat on for example. Texture Changes are perfect for shirts and trouser etc but not a jacket

ABXG
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Joined: 1st Apr 2009
Location: Canada
Posted: 13th May 2009 01:31
I would start by creating a "nude model" and than simply designing all your cloths to fit over said nude model. You would also have to animate your clothes to match the movement of your model.

------------------------------------
Currently 1500+ lines of code into an "over-the-shoulder" action RPG with combat based on rag-doll physics.

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