Difference between revisions of "KMP Editing/Cameras"

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Improperly configured camera settings can cause game crashes during replays and post-match winning laps. Back up your KMP before you start editing.
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==Introduction==
Camera editing is not so easy, but if you know how to do it, you can edit your Cameras perfect!
 
  
==CAME==
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Improperly configured camera settings can cause game crashes during opening pans, replays and post-match winning laps. Back up your KMP before you start editing.
  
CAME are the cameras that you have to edit.
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Good cameras will make your level look much more professional, but editing them can be difficult to master.
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==Camera Editing==
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Cameras can be placed like any normal object.  The position only matters when using certain camera settings.  Cameras are found in the [[CAME]] section of the [[KMP Editing|KMP Editor.]]
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===Opening Pans===
  
 
[[File:CAME_LuigiM.png]]
 
[[File:CAME_LuigiM.png]]
  
First I start with opening cameras.
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The '''first two digits''' in the '''first settings box''' indicate the type of camera.  Opening pans have the setting ''05''.  The length of time each camera is displayed is set in '''z5'''. Their values will be ''220'', ''257'' and ''294''; this is to synch the camera transitions with the opening music. Normally, the first 3 cameras listed (by id) will be the three opening pans, but this can vary. There are also normally two unused cameras with setting ''05'' at the end of the listing; these were apparently for setting up the pans shown in the background videos on the track selection screen.
The opening cameras are signed with the first two numbers 05 in the first Setting and the z5 with 220, 257 and 294 (watch at the pic). They controlls the time of the opening and the Routes which were used. For the time analyses by Wiimm go to [[Cameras/Reference#Opening_Pan]].
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These cameras can be edited, but to be safe, make sure to have all five. For [[user:Wiimm|Wimm]]'s analysis go to [[Cameras/Reference#Opening_Pan]].
  
 
[[File:CAME2_LuigiM.png]]
 
[[File:CAME2_LuigiM.png]]
  
The Routes are signed by the last two numbers in the first Setting (watch at the pic).
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The '''last two numbers''' in the '''first settings box''' control the [[route]] used.  A value of ''FF'' means the camera does not use a route.
 
You can find the Opening Route Sections so:
 
You can find the Opening Route Sections so:
  
As example in the pic I used SNES Ghost Valley 2. Take the first CAME with the z5 as 220, here it is CAME ID 11. Take the Route Settings, here it is "0D", or only D.
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As example in the pic I used SNES Ghost Valley 2. Take the first CAME with the '''z5''' as ''220'', here it is CAME ID 11. Take the Route Settings, here it is "0D", or only D.
  
 
And now use Hex Calculator:
 
And now use Hex Calculator:
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[[File:CAME3_LuigiM.png]]
 
[[File:CAME3_LuigiM.png]]
  
CAME Types:
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===CAME Types===
 
*00 = Camera immediately after finishing (the one that looks at you)
 
*00 = Camera immediately after finishing (the one that looks at you)
 
*01 = ObjClip: Stays in one position but always points to the player. Used during replays.
 
*01 = ObjClip: Stays in one position but always points to the player. Used during replays.

Revision as of 21:43, 23 October 2011

Under Construction
This article is not finished. Help improve it by adding accurate information or correcting grammar and spelling.

Introduction

Improperly configured camera settings can cause game crashes during opening pans, replays and post-match winning laps. Back up your KMP before you start editing.

Good cameras will make your level look much more professional, but editing them can be difficult to master.

Camera Editing

Cameras can be placed like any normal object. The position only matters when using certain camera settings. Cameras are found in the CAME section of the KMP Editor.

Opening Pans

File:CAME LuigiM.png

The first two digits in the first settings box indicate the type of camera. Opening pans have the setting 05. The length of time each camera is displayed is set in z5. Their values will be 220, 257 and 294; this is to synch the camera transitions with the opening music. Normally, the first 3 cameras listed (by id) will be the three opening pans, but this can vary. There are also normally two unused cameras with setting 05 at the end of the listing; these were apparently for setting up the pans shown in the background videos on the track selection screen. These cameras can be edited, but to be safe, make sure to have all five. For Wimm's analysis go to Cameras/Reference#Opening_Pan.

File:CAME2 LuigiM.png

The last two numbers in the first settings box control the route used. A value of FF means the camera does not use a route. You can find the Opening Route Sections so:

As example in the pic I used SNES Ghost Valley 2. Take the first CAME with the z5 as 220, here it is CAME ID 11. Take the Route Settings, here it is "0D", or only D.

And now use Hex Calculator: D+1=E

Now convert it to Decimal: E=14

Finally: The first Opening Route Section is Route Section 14.

(It also works for objects!)

Do it with the other two numbers and you have the Opening Routes for your Opening CAMEs.

File:CAME3 LuigiM.png

CAME Types

  • 00 = Camera immediately after finishing (the one that looks at you)
  • 01 = ObjClip: Stays in one position but always points to the player. Used during replays.
  • 02 = PathSearch
  • 03 = KartFollow
  • 04 = KartPathFollow
  • 05 = Opening Pans
  • 06 = OP_PathMoveAt
  • 07 = MiniGame
  • 08 = MissionSuccess (left over from MKDS)


See also KMP_(File_Format)#CAME

AREA

File:AREA-LuigiM.png

AREA camera bean.png

AREA with Camera Trigger 00 are the acctivators for the CAMEs after the race. If you drive in the near of one AREA after the race, it will acctivate the CAME that is written in the Settings (watch at the pic).

See also Cameras/Reference

See also KMP_(File_Format)#AREA

Camera Analysis by MrBean35000vr and Wiimm

Go here Cameras/Reference

Links