Gmr_Leon Posted June 9, 2015 Share Posted June 9, 2015 (edited) Thanks to my research in this thread I've uncovered the secret to possessing our minifigs, and looking through their eyes. It's not the smoothest experience (as one may expect), but it's a neat little proof of concept, I think. //stick_length 2.2 //stick_height 0.3 //stick_sphere_radius 0.06 //lookat_offsety 0.05 stick_length 0 //Def: 1.95 Good alt: 3.50 stick_height 0.15 //Def: 0.25 Good alt: 1.50 stick_sphere_radius 0.06 //Def: 0.06 lookat_offsety 0.035 //Def: 0.035 //stick_length 1.7 //stick_height 0.2 //stick_sphere_radius 0.06 //lookat_offsety 0.02 lookat_offsetz 0.0 pan_auto_stationary_time 0.0 pan_auto_rotate_speed 0.0 pan_auto_zoom_speed 1.0 pan_user_rotate_speed 1.75 //Def: 1.25 pan_user_zoom_speed 1.5 //Def: 1.5 smooth_position 0.65 //Def: 0.7 smooth_lookat 0.9 //Def: 0.9 sock_blend_in_time 2.0 //Def: 2.0 sock_blend_out_time 1.0 //Def: 1.0 los_look_ahead 1.0 //Def: 0.75 los_width 0.4 //Def: 0.4 los_height 0.75 //Def: 0.3 Affects camera position on-screen. screen_top 0.75 //Def: 0.3 screen_bottom 0.33 //Def: 0.33 focal_region 0.55 //Def: 0.55 focal_bias 0.0 //Def: 0.0 pos_seek_scale 1.0 //Def: 1.0 ang_seek_scale 1.0 //Def: 1.0 priority 0.0 //Def: 0.0 nearclip 0.40 //Def: 0.1 farclip 153.0 //Def: 153.0 upper_angle_limit 100 //Def: 90 lower_angle_limit -100 //Def: -85 elevation_correction_strength 0.0 //Def: 0.2? avoid_water_strength 0.0 // Don't avoid water avoidance_weight 0.0 // 0.0 == Do not avoid terrain (except pulling in for obstructions) The essential lines above are: stick_length stick_height smooth_position los_height screen_top nearclip avoidance_weight These must be changed to possess your minifig. Variation from these values may cause possession rejection as your minifig will toss you out to watch them run free without you in their head, albeit you might find yourself still faintly attached, and back in possession as they stop running. In action: Edited June 9, 2015 by Gmr_Leon Fluffy Cupcake, Alcom Isst, someswedish and 10 others 13 Link to comment Share on other sites More sharing options...
lol username Posted June 9, 2015 Share Posted June 9, 2015 Haha, brilliant. I'm now definitely convinced this game needs a proper first person mode. noghiri and Gmr_Leon 2 Link to comment Share on other sites More sharing options...
Onegreatrace Posted June 10, 2015 Share Posted June 10, 2015 YES PLEASE! I really hope the devs decide to add a proper mode. Link to comment Share on other sites More sharing options...
HippaDilla Posted June 10, 2015 Share Posted June 10, 2015 Although it may nothing, I feel the need to say that when stick_length was set to 0, my screen was black, but when set to 0.1 I was able go first person just fine. Gmr_Leon 1 Link to comment Share on other sites More sharing options...
Gmr_Leon Posted June 10, 2015 Author Share Posted June 10, 2015 HippaDilla, good catch. I noticed that too, but since I wasn't sure if anyone would try this themselves I decided I'd just answer if anyone asked about it. I'm not entirely sure what causes that (where is the camera at that point...? dunno!) beyond what you mention, but I do know that another workaround for it is to simply click to move. This seems to jerk it out from wherever it's getting stuck and put you in "first-person." Link to comment Share on other sites More sharing options...
iiSentinelii Posted July 19, 2015 Share Posted July 19, 2015 So uh Where do I put that stuff? because I'm no expert on code/files and what not. Link to comment Share on other sites More sharing options...
Fluffy Cupcake Posted July 19, 2015 Share Posted July 19, 2015 So uh Where do I put that stuff? because I'm no expert on code/files and what not. http://www.rockraidersunited.com/topic/6593-getting-any-lego-tt-game-ready-for-modding/ As for the exact file after extraction, I dunno, that was never specified anywhere. I imagine it would be \STUFF\CHASECAM\ON_FOOT.TXT though. Link to comment Share on other sites More sharing options...
Orgcon Posted July 30, 2015 Share Posted July 30, 2015 (edited) At first, having changed all the lines to your suggestions it didn't work as expected (just staring at the back of the players head awkwardly). But playing around a bit I managed to get it spot on. By setting; stick_length 0.01 //and at the bottom of the .txt zoom_min_dist 0.01 (Don't know if it was one or both of these) These seemed to work perfectly on mine and get it pretty much spot on, if not better than that in the video Now, it would be nice if we could figure out how to stop the camera auto rotation, every so often everything seems to go antipodean for a split second (while looking up/down) giving me nausea! Still this is a great addition, cheers for the discovery. Edited July 30, 2015 by Orgcon Gmr_Leon and le717 2 Link to comment Share on other sites More sharing options...
Gmr_Leon Posted July 30, 2015 Author Share Posted July 30, 2015 Hm...I haven't checked this since the last update, so it may have knocked my setup a little loose. Thanks for checking it out and finding a better calibration! As to the camera auto-reset/leveling, I absolutely agree. I spent several hours trying to figure out a way to reduce and eliminate it before ever releasing these little adjustments, but unfortunately I couldn't sort out a good solution outside of fighting the camera with constant panning. =/ Link to comment Share on other sites More sharing options...
Recommended Posts