• Advanced Cameras - Release
    6 replies, posted
  • Avatar of NeatNit
  • This tool is intended for posing and creating screenshots. It is an improved replacement for the Camera tool. [img]http://i.imgur.com/00SWGhF.png[/img] Get it from the workshop: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=881605937[/url] So what does it do? Quite simple. A camera has its own zoom level (FOV), its own roll angle, and even its own NearZ and FarZ parameters. This enables you to have full control over the composition of your picture, without having to rely on the camera weapon and [i]hope[/i] that you don't accidentally reset it. An advanced camera will never move unless you move it with the physgun. You can edit and tweak a camera's settings after you've spawned it. Simply open the context menu (hold C by default), right-click the camera and select "Edit properties..." In fact, you don't even have to spawn it using the tool. You can instead spawn it from the Entities menu. You can collaborate in multiplayer! Right-click an existing camera and select "Assign Key" to bind a key to use someone else's camera. Hope you like!
  • Avatar of Crazy Knife
  • Thanks for making this. I always get upset when I go back to a scenebuild and forget what I set the FOV to. This will help a lot.
  • Avatar of NeatNit
  • [QUOTE=Crazy Knife;51990222]Thanks for making this. I always get upset when I go back to a scenebuild and forget what I set the FOV to. This will help a lot.[/QUOTE] I'm happy you like it! This is exactly the type of thing I set out to solve when making this. You were one of the people I really wanted to get feedback from. There's more features coming! Ask Vioxtar if you want spoilers... :wink:
  • Avatar of Vioxtar
  • Used Advanced Cameras for the first time and made this. [t]http://orig11.deviantart.net/ffd1/f/2017/081/c/2/server_dust___elevation_by_vioxtar-db3722p.jpg[/t] Saved me a good deal of time that would have gone to waste on workflow. Some protips I found useful: 1. Setting NearZ to slightly higher than 0 gets rid of all z-fighting related artifacts 2. Setting FarZ to a stupidly big number lets you maximize view distance so you don't have to work small 3. Assign a quick-to-press button (like a mouse button) and try looking through the camera while posing with the Physgun to see exactly what you're doing in the final frame on the go
  • Avatar of NeatNit
  • [QUOTE=VIoxtar;52000320]1. Setting NearZ to slightly higher than 0 gets rid of all z-fighting related artifacts[/quote] What do you mean by 'sightly higher than 0'? [del]If my memory serves[/del], the default NearZ [del]is either 4 or 12 or something in that area[/del] is 3, and does introduce Z-fighting at high distances. A higher NearZ value will [i]reduce[/i] Z-fighting, so you'd want to set NearZ as high as you can while still having your content in the frame, though anything above 50 is unlikely to make a difference in even the largest of maps. Low values like 0.something should presumably CREATE Z-fighting issues. [QUOTE=VIoxtar;52000320]3. Assign a quick-to-press button (like a mouse button) and try looking through the camera while posing with the Physgun to see exactly what you're doing in the final frame on the go[/QUOTE] I'm curious, when doing this do you use toggle or hold? And would it be useful if you could set one button for hold and another for toggle?
  • Avatar of Vioxtar
  • From what I've seen setting nearZ to 20 already cancels out all obvious z-fighting, and anything higher will probably change nothing (although it really depends on how 'tight' the zfighting is) Also I use toggle, no need for separate buttons IMO