Muzman on 28/6/2015 at 07:34
Greetings!
Down in Default.ini there's these settings for something called Conversation Camera.
It looks like this
Code:
[ConversationCamera]
SlightAngle=15.0
AboveAngle=60.0
ShoulderAngle=15.0
ShoulderMult=0.7
HeadMult=0.25
FaceScalar=0.38
SideTightDist=1.0
SideMidDist=1.25
SideAboveDist=1.0
SideAbove45Dist=1.0
ShouldersLeftDist=1.0
ShouldersRightDist=1.0
HeadTightDist=1.2
HeadMidDist=1.7
HeadLeftDist=1.2
HeadRightDist=1.2
HeadSlightLeftDist=1.2
HeadSlightRightDist=1.2
StraightAboveDist=1.16
I'm pretty sure they aren't used in Deadly Shads as they are for third person conversation systems.
But they are used in Invisible War and actually pretty important. Although whatever back end system chooses the camera angles and frame sizes is tuned for 4:3 ratios only. So when you use a widescreen mod the camera angles get all messed up; heads out of frame, can't see any of the characters etc etc. It's not a technically brilliant game of course, but this part of it wasnt so bad when it came out.
I was wonderng if any of you folks have played with this feature much in Thief 3 and have some idea what the settings and values all mean so a slightly better widescreen representation for IW can be made. Cheers
Judith on 28/6/2015 at 09:12
I only used the matinee system. It works, but we're talking only basic functionality: camera paths, movement etc. There are many things you can't do: time basically stops for the player, so no fade ins or outs; you can't hide lightgem and compass during the cutscene, and probably a few more things I don't remember now. It's probably safe to assume the conversation camera suffered the same fate.
Muzman on 28/6/2015 at 18:06
Oh. So you're saying the feature is basically disabled in Deadly Shadows. So probably no Thief engine tweaker person would have been able to use it to figure out how it works.
That's a pity. I guess I'll have to plug away with some good ol' trial and error.
Judith on 28/6/2015 at 19:18
Or at least broken. I assume devs had problems with setting it up and ultimately did those pre-recorded videos. However, if you open basically any OM in the editor, you'll notice that there are some CameraPoint icons left. Those markers might have served some purpose, but what was left in the properties is completely generic. My wild guess is that at some point is was working, but then something went wrong and devs didn't have time to find a workaround? A pity indeed, since deafult UE 2.x controls for that were pretty sweet.