![]() Linedef type 5, Camera Scanner, can be used to change the camera's distance, height and rotation when the player enters a particular sector. If gr_fovchange is enabled, the field of view will widen as the player's speed increases to simulate the character getting further away from the camera. In the OpenGL renderer, the user can adjust the field of view with the gr_fov console variable. flipcam/ flipcam2: If enabled, the camera will flip along with the player in reverse gravity.cam_still/ cam2_still: If enabled, the camera will not rotate along with the player.cam_speed/ cam2_speed: Sets the speed with which the camera follows the player. ![]() cam_rotspeed/ cam2_rotspeed: Sets the rotation speed of the camera in analog control and demo playback.cam_rotate/ cam2_rotate: Sets the angle of the camera's rotation in relation to the player.cam_height/ cam2_height: Sets the camera's height offset.cam_dist/ cam2_dist: Sets the camera's distance from the player.The following console variables modify settings for the third-person camera (for Player 1 and 2, respectively): See Controls > Camera for other controls related to the camera. If the camera gets stuck, the player's Reset Camera control, or the console command resetcamera, can be used to reset it. The player's Toggle Chasecam control, or the console variable chasecam, can be used to toggle between the third-person and first-person cameras. A crosshair graphic also appears by default in the center of the screen the console variable crosshair can be used to either switch between the available crosshair types, or turn the crosshair off. Additional icons will be displayed in the HUD whenever certain power-ups (e.g., shields, invincibility, Super Sneakers) are in effect for the player. The player itself acts as the camera for the game, and the view will bob up and down as the player walks or runs. First-person camera: This is the default type of camera used in Match, CTF, Tag and related variants, and was the type of camera originally used in Doom.If the player is playing with analog control or playing back a demo, the camera's direction is independent of the player and the user is able to rotate the camera freely however, it will automatically turn itself to view the player if they attempt to go off-screen. By default, the camera will follow directly behind the player at all times and cannot be manually rotated (except in development mode). This camera is an arbitrary viewpoint that "chases" the player it belongs to, allowing the user to see their character in-game as in most Sonic games. Third-person camera (or chase camera): This is the default type of camera used in Single Player, Coop, Race and Competition.There are two main types of camera used in SRB2: In SRB2, the camera is the point that a map is viewed from. Please help the Wiki by correcting or removing any misinformation, as well as adding any new information to the page. This article or section is outdated and has not been fully updated to reflect the current version of SRB2.
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