Moving exterior camera views

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T6A5
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Moving exterior camera views

#1 Post by T6A5 » 26 Mar 2020 13:56

Hi all,

In recent times I've found that I've rather taken to using the exterior views of my truck much more than the interior ones, particularly the roof camera and the bumper camera. My only issue with these is that you can't look around using the numpad in the same way you can do so in the interior, and therefore it gets very difficult to see the traffic situation at intersections unless I switch back to the cab view, which breaks immersion. Would anyone know if there is a mod that allows one to move around the FOV on these views like you can in the cabin? Thanks!

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bobgrey1997
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Re: Moving exterior camera views

#2 Post by bobgrey1997 » 26 Mar 2020 14:33

Using the interior view "breaks immersion"?
Being a simulation game, usually using exterior views is what breaks immersion.

Those particular views (front and top) are very specifically designed views for certain situations (maneuvering into a parking spot or judging forward clearance), NOT for general gameplay use. To look around in exterior view, use the orbit/follow view (general exterior view), set to the 2 key (not Numpad 2) by default.
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T6A5
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Re: Moving exterior camera views

#3 Post by T6A5 » 26 Mar 2020 14:47

I tend to prefer focusing on sightseeing rather than the details of the cabin, so for the way that I prefer to play my game, having to switch back to the cabin is an immersion breaker.

Couldn't the not designed for general gameplay use argument apply to basically every camera view except for the interior? You can move around in the general exterior view and even see your truck move forward while the camera is situated outside. How can that be any more designed for general gameplay use?

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Reinhard
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Re: Moving exterior camera views

#4 Post by Reinhard » 26 Mar 2020 15:09

"Immersion" means to be sucked into a game to a degree that it becomes your perceived "reality". Don't tell us you want to sit on the driving truck's roof, in the real world. :lol:

Okay, now seriously: you would have to mod the exterior camera files. You will find the different files for your truck in "/def/camera/units". I don't know if it is possible to change a fixed camera to head movement. That would be a trial and error job.

But I once have changed one of the other movable cameras, in terms of position and viewing angle, so I can say that that would definitively work.

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T6A5
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Re: Moving exterior camera views

#5 Post by T6A5 » 26 Mar 2020 17:54

No, not on the roof!

On the bumper. ;)

Well it turns out I didn't even need to extract the game files in order to experiment around. I did find what I was looking for... sort of.

viewtopic.php?t=205353

This mod on the forum provides almost what I was looking for, it's just that the keyboard controls only allow for controlling the view through the "look right"/"look left" keyboard input, and can't be restored by hitting the "interior look forward" button. Something else I don't really like, though I may be able to look past, is the fact that if you move the camera too far it shows you into the low poly exterior version of the interior, which I'd rather not see.

In the /def/camera/units folder, there are two files, entitled wheel_basic.sii and window_basic.sii. I have tried to mess around with the code in them to see if that could possibly bring the behaviour of the no cab view command (keyboard 5) to the bumper view, but without any luck. I've tried to modify the camera fov, and mouse left/right limits, but didn't achieve anything - in fact, it seems that any changes at all to either of these files disable the mod and replace it with the vanilla looking out of your window over your shoulder at the back of your truck view. Would anyone happen to know what I could do with these to bring the free camera movement to the bumper camera?

wheel_basic.sii:

Code: Select all

vehicle_bumper_camera: camera.wheel.basic
{

#        mouse_right_limit: -145
#        mouse_left_limit: 210
#        mouse_up_limit: 75
#        mouse_down_limit: -65

	camera_offset: (-0.6, 2.5, -3.0)
	camera_fov: 80
	stereo_convergence: 0.7

#	mouse_sensitivity: 0.3
#	mouse_up_down_default: -7
	                     
	shake_anim_step: 0.007
	shake_anim_scale_min: 0.0005
	shake_anim_scale_max: 0.005
	shake_anim[]: (-0.049261,0.384342,0.374303)
	shake_anim[]: (-0.399667,-2.28353,5.34701)
	shake_anim[]: (0.225179,-3.48433,4.71461)
	shake_anim[]: (-2.59281,-3.6041,-5.39482)
	shake_anim[]: (0,0,0)
	shake_anim[]: (4.00987,10.4943,14.4864)
	shake_anim[]: (3.15777,12.5949,15.3713)
	shake_anim[]: (0.548033,11.3213,11.7565)
	shake_anim[]: (0.0313744,1.7865,0.348778)
	shake_anim[]: (0,0,0)
	shake_anim[]: (0.991035,-3.04649,-3.28584)
	shake_anim[]: (0.216034,-2.44009,-3.4236)
	shake_anim[]: (0.00812389,-0.480975,-1.06066)
	shake_anim[]: (-0.116495,0.25165,-0.0747643)
	shake_anim[]: (0,0,0)
	shake_anim[]: (0.0572391,-0.658501,-0.0958948)
	shake_anim[]: (0.0188806,-1.03266,-1.39954)
	shake_anim[]: (-0.308272,-0.497175,-1.63113)
	shake_anim[]: (0.510522,-0.279132,-1.39855)
	shake_anim[]: (0,0,0)
	shake_anim[]: (-0.699184,0.107246,1.06722)
	shake_anim[]: (-0.516085,-0.396923,0.628708)
	shake_anim[]: (0.14198,-0.308746,0.631268)
	shake_anim[]: (0.122182,0.044732,0.152033)
	shake_anim[]: (0,0,0)
	shake_anim[]: (-0.0824616,-0.0513821,0.177382)
	shake_anim[]: (-0.071153,0.0658949,0.0183458)
	shake_anim[]: (-0.0357668,0.0548246,0.0222406)
	shake_anim[]: (-0.00482155,0.0136086,-0.00697041)
	shake_anim[]: (0,0,0)
}
window_basic.sii:

Code: Select all

vehicle_interior_camera: camera.window.basic
{

# 	window_basic hacked to be no cab POV.  this is cam 5

	mouse_right_limit: -170.0
	mouse_left_limit: 170.0
	mouse_up_limit: 90.0
	mouse_down_limit: -90.0

	mouse_left_right_default: 0
	mouse_up_down_default: 0
	mouse_sensitivity: 0.3
#	coords appear to be RIGHT+/LEFT- UP+/DOWN- AFT+/FORE-
#	relative to driver’s normal head posn
#	thus are different from the camera offset coords
	head_offset: (0.0, 0.0, -1.0)

#	original head offset
#	head_offset: (-0.85, 0.18, 0.0)
# 	camera offset is lethal for window cam, only head offset works
#
#	modded wheel cam offset
# 	camera offset coords are from back of cab or some weird spot 
#	camera_offset: (-0.6, 2.5, -3.0)

	camera_fov: 80
	stereo_convergence: 0.7
	
#	shake anim params copied from wheel cam

	shake_anim_step: 0.007
	shake_anim_scale_min: 0.0005
	shake_anim_scale_max: 0.005
	shake_anim[]: (-0.049261,0.384342,0.374303)
	shake_anim[]: (-0.399667,-2.28353,5.34701)
	shake_anim[]: (0.225179,-3.48433,4.71461)
	shake_anim[]: (-2.59281,-3.6041,-5.39482)
	shake_anim[]: (0,0,0)
	shake_anim[]: (4.00987,10.4943,14.4864)
	shake_anim[]: (3.15777,12.5949,15.3713)
	shake_anim[]: (0.548033,11.3213,11.7565)
	shake_anim[]: (0.0313744,1.7865,0.348778)
	shake_anim[]: (0,0,0)
	shake_anim[]: (0.991035,-3.04649,-3.28584)
	shake_anim[]: (0.216034,-2.44009,-3.4236)
	shake_anim[]: (0.00812389,-0.480975,-1.06066)
	shake_anim[]: (-0.116495,0.25165,-0.0747643)
	shake_anim[]: (0,0,0)
	shake_anim[]: (0.0572391,-0.658501,-0.0958948)
	shake_anim[]: (0.0188806,-1.03266,-1.39954)
	shake_anim[]: (-0.308272,-0.497175,-1.63113)
	shake_anim[]: (0.510522,-0.279132,-1.39855)
	shake_anim[]: (0,0,0)
	shake_anim[]: (-0.699184,0.107246,1.06722)
	shake_anim[]: (-0.516085,-0.396923,0.628708)
	shake_anim[]: (0.14198,-0.308746,0.631268)
	shake_anim[]: (0.122182,0.044732,0.152033)
	shake_anim[]: (0,0,0)
	shake_anim[]: (-0.0824616,-0.0513821,0.177382)
	shake_anim[]: (-0.071153,0.0658949,0.0183458)
	shake_anim[]: (-0.0357668,0.0548246,0.0222406)
	shake_anim[]: (-0.00482155,0.0136086,-0.00697041)
	shake_anim[]: (0,0,0)

}
Thanks!

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Reinhard
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Location: Nimby, District of Berlin

Re: Moving exterior camera views

#6 Post by Reinhard » 26 Mar 2020 18:03

T6A5 wrote:
26 Mar 2020 17:54
No, not on the roof!

On the bumper. ;)
I seriously hope you aren't doing that in real life. That what make a very soft bullbar! :lol:

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T6A5
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Re: Moving exterior camera views

#7 Post by T6A5 » 26 Mar 2020 18:24

My insurance premiums might be through the roof, but it's the only way to travel!

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T6A5
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Re: Moving exterior camera views

#8 Post by T6A5 » 26 Mar 2020 22:49

This topic no longer needs to be open, as I do believe I have cracked it. Some beta testing and then I can release it in short order.

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bobgrey1997
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Re: Moving exterior camera views

#9 Post by bobgrey1997 » 26 Mar 2020 23:03

T6A5 wrote:
26 Mar 2020 14:47
I tend to prefer focusing on sightseeing rather than the details of the cabin, so for the way that I prefer to play my game, having to switch back to the cabin is an immersion breaker.

Couldn't the not designed for general gameplay use argument apply to basically every camera view except for the interior? You can move around in the general exterior view and even see your truck move forward while the camera is situated outside. How can that be any more designed for general gameplay use?
The general exterior view (2) is designed for general use. If you don't want to use interior view, use the general exterior view to move the camera.
ImageImage

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T6A5
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Re: Moving exterior camera views

#10 Post by T6A5 » 27 Mar 2020 00:13

Actually I appear to have runinto a problem. Is there a guide somewhere to packing mod files, including what compression to follow and stuff? My mod worked when I just dropped it into the open folder structure of a FOV mod I found on steam workshop, but after I tried to package it up into its own .scs file, it no longer seems to work.

At first the folder structure was mod folder -> def -> camera -> units -> .sii file, but after reading this thread on Steam:

https://steamcommunity.com/app/227300/d ... 875488662/
From the root of your mod, the def folder is two level deep, YourMod - Def - Def - Camera - Units - Modded files.
I changed it so that the folder structure is now mod folder -> def -> def -> camera -> units -> .sii files. It still doesn't load and the game behaves exactly the same as before. Anyone know what I might be doing wrong?

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