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Newcomers DBPro Corner / About my 3rd Person Camera view

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EJ Will
21
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Joined: 23rd Jul 2003
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Posted: 16th Aug 2003 23:55
Ok i'm starting out doing some simple 3d, i've loaded a model and placed in DBPro (hooray for me!), but i've come to a point where something doesn't make sense to me.



The above code lets me have my camera at a reasonable distance and height. However when i want the camera to look down slightly on the car (that model) by increasing the position of the camera's Z value, the screen flips upside down. I don't know if this is suppost to do that, but it's really getting on my nerves cause it makes sense to me.

Any Reply would be appreciated...

Will
Mnemonix
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Joined: 2nd Dec 2002
Location: Skaro
Posted: 17th Aug 2003 00:44
That code does not make sense. Give us something more to work with

"We are getting aggravated"
"Yes, we are"
EJ Will
21
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Joined: 23rd Jul 2003
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Posted: 17th Aug 2003 00:57
Okey Dokey, right i'll give some pictures aswell:

Ok what the code does is grab a point using the car as the center of the calculations:



The code above uses the x,y and z+5 value of the model (#car being the model). I have added 5 to the z value so the point is a little higher than the model. After this I make the camera position itself just behind the model.



now whenever i make the z value of the camera's position higher than the z value of the point it's looking at, the screen turns upside down. As shown:



Hope this has made it a bit more clearer, i have attached source code aswell.

Cheers,
Will

EJ Will
21
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Joined: 23rd Jul 2003
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Posted: 17th Aug 2003 14:45
Ok being as though it seems to baffle others aswell, does anyone know of a better way to make a 3rd Person view? Because i can't go much further unless i get my camera's sorted.

Regards,
Will

adr
21
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Joined: 21st May 2003
Location: Job Centre
Posted: 17th Aug 2003 15:15 Edited at: 17th Aug 2003 15:16
Nice car...

Anyway - it looks like you might be misunderstanding something.

you've got point camera car#, car#, car#+5 which doesn't really make sense. How can car# hold the values for the x,y and z position of your car?

Make variables like px#, py# and pz#. Let these three values hold the x, y and z position of your car.

Then use something like:

I'm not sure if you're familiar with the newx/zvalue commands, but they'll find a point in space, using cos/sine, which will be 50 units away from the 1st parameter (px#/pz#). The 2nd parameter, 0, is at which angle these commands work. Change it to 90, 180, 270 and you'll get side on and frontal type views.

After a while, you might find it a good idea to change the 2nd Parameter to be the current facing angle of you car (the y angle).

Hope this helps...

I opened the case to my PC today and thought, my exhaust fan sucks.
EJ Will
21
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Joined: 23rd Jul 2003
Location:
Posted: 18th Aug 2003 01:36
Ahhh I get it now

Cheers bud, and thanks for the explanation of the code, it was really helpful thanks

Cheers,
Will

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