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 Post subject: Nerevar's Cam Mod (1.0)
PostPosted: Thu Oct 04, 2012 8:38 pm 
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Joined: Sun Jan 15, 2012 9:26 pm
Posts: 200
Nerevar's Cam Mod (1.0) for Jedi Knight v1.02
Attachment:
Cammod.zip [738.7 KiB]
Downloaded 411 times


Even if you don't want to make an ultra cool movie with pro camera rails, you should check it out, cause it makes it much easier (less investigated time to search the kills, fast-forward feature or freeview and spectator mode) to watch your demos

Besides that the mod includes:
- dismemberment
- rain effect
- sun effect
- option for saber trail extension
and some more

Also the demo & Disconnect crash is fixed (CTF demo crash fixed too) and jk2mp.exe will quit orderly. The Lag if someone joins in CTF should be fixed as well since skins get preloaded.

INSTALLATION:
Copy the complete "Cammod" folder into your GameData folder
Then load it by starting jk2 normally -> setup -> mods -> loadmod cammod
(DON'T RENAME THE FOLDER TO SOMETHING ELSE)
Start the game and set in console vm_ui 0 and vm_cgame 0 (the mod won't work otherwise)

Installationhelper:
If you haven't done it correctly, the console will give you a message that a .dll is missing

BUTTONS (ingame):
W,A,S,D,C,SPACE - movement
shift - speed down
mouse2 - speed up
mouse1 - spectate the players (cycling like in spectator mode, press any movement key to return into freeview mode)
Q - opens the camera menu ingame
Z - a step back, if you accidently deleted the wrong waypoint, or don't like the one you just created, press Z end the last state is reloaded (there's just one step)
Del - deletes a selected waypoint for the rail camera

ADDING WAYPOINTS/EFFECTS/COMMANDS:

Important note: To start the rails which you've created, you have to do cam_drawpath 0 (= off)

Waypoints (showcase: http://www.youtube.c...h?v=1aGSW0oMzOk):
-there are 2 kinds of waypoints: initials and chains
initials will start a "new camerapath" while chains will connect to the last waypoint
-To add an initial fill in all editfields (starttime,endtime,startorigin,startangles,endorigin,endangles)
-To add a chain fill in only the end-editfields and leave the rest blank (endtime,endorigin,endangles)
-modes: linear/smooth/very smooth

Other notes:
editfields can be set to the current time by pressing the triangle next to it
editfields can be set to an event by pressing the cross next to it and choosing an event from the eventcatcher
origin & angles editfields can be set to the current origin & viewangles by pressing the triangle next to it



++++++++++++++++++++++++++++++++++++++++++++++++++++++
More detailed Infos
++++++++++++++++++++++++++++++++++++++++++++++++++++++
Spoiler:
Features:
- then there is a time editfield and a commandline editfield, add it and the written command will be automatically executed when the set time is passed

You can add effects:
-times & origins & angles like waypoints
-File is the .efx started when the set time is passed at the set origin
-the list below shows the effects in your folders (base & cammod)
-click on it to choose it
-double click on it to show the effect ingame

OTHER COMMANDS (most of them are included in the menu):
toggletimescale - toggle the timescale value between the value 0 and the current value (so you can easily pause and unpause the demo by pressing just one button) bind it!

startCamerapathNow - the loaded camerapath file will start immediately relative to the started time, ignoring timescale (so you can use the path with timescale 0, f.e.) if you do this, the times for the waypoints don't have to be exact, just the distance between the timepoints is used, timescale has NO influence, the realtime is used


CVARS:
cam_sabertrail - you can change the length(time) of the sabertrail, 40 is default

These you can set also in the menu (prefered):
-cam_preloadfiles - the cammod will preload all files which are needed lateron before the demo starts so there shouldn't be any user/join/connect/skin/model/change-lags
cam_mousespeed - for freeview
cam_speed - for freeview
cam_smooth - for freeview
cam_collision - freeview has collision
cam_dismember - enable/disable dismemberment on kills
cam_corpsedismember - enable/disable dismemberment on corpses
cam_rain - set rain and its intensity (0-1000)
cam_sun - enable/disable sun flare effect
cam_shownames - show the names of all players
cam_freeview - well, freeview
cam_lookat - lock the cameraview to the set entity (entitynumber 0-1024)(0-31 are players, look into the entitylist)
cam_drawpath - draws the waypoints & effects, if this is activated neither camerapathmovement nor cameraeffects nor cameracommands will start (like in editmode)

Menu:
-The mod shows demos of base,cammod and all nt folders in a list, by pressing the buttons above the list you can show/hide those folders
-doubleclick or play button starts the demo
-If you press DELETE the chosen demo will be removed (FOR EVER!!!)
-You can still type into your console "/demo" if there are multiple demos with the same name the list will show those so you can choose which one you really want (also ingame!!!)

Menu stuff:
Add Item:
-You can add a waypoint, a command or an effect here (explanation below)
Timeline:
-You see all the current waypoints/effects/commands
-by clicking on them they will be marked, by doubleclicking on them the view will be set so you can see them
-you can press DELETE to delete an item
-the progressbar below shows the current position in the demo (time)
Entitylist:
-You can see all entities and there entitynumbers
-You can filter which ones you want to see
-doubleclick to spectate the chosen entity

Demo:
-title is the demoname
-Timepoint is the position to fast-forward to by clicking on the fast-forward button
-clicking the triangle will set the timepoint cvar to the current time
-clicking the cross will open the eventcatcher which shows all kills(times are marked red) & chatmessages which happened or will happen in the demo, click accept to set the selected time to fast-forward value (timepoint)
-below you can set the camerapath file which you can load/save by clicking the buttons
-the list under that shows the camerapath files in your cammod/camerapaths folder (click to set)
Setup
-you can edit all cammod settings



Tips & Tricks:
- If you fragged someone nicely, you should stop your demo. With Cam Mod you can just fast-forward to the last kill then.
- If you forgot adding a waypoint, it is no problem. You can just insert a waypoint f.e. between two others, by using a time which is between those
- As you can fly smoothly around, you can record your frags ofc with just flying by manually
- Editfields: endangles (making the cameras having an angle sideways) is a rly nice effect when using the rail system


Feel free to ask anything!

Bugs:
-The campath might disappear after the 10th cam point. I think you can continue however but your campath will be not visible anymore (some maximum is reached or so)
-As the rail system has no fixpoint it might turn wildly around so chose your waypoints wisely (or use cam_lookat 0-31 for clients or 32-x for items/entities):
to avoid that wild turnings the camera should not make turns over 180° as it might turn the other way around, same with endangles (but just try it out yourself)


Image

NEW TUTORIAL:
http://youtu.be/me--SDtYKRk

Short Rail Tutorial:
https://www.youtube.com/watch?v=1aGSW0oMzOk

Crosshairswitcher:
Attachment:
crosshair.cfg [262 Bytes]
Downloaded 106 times


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 Post subject: Re: [almost finished?]CAM MOD
PostPosted: Fri Oct 05, 2012 2:40 am 
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Awesome!!!! :o :shock: :twisted:
Let's try it !

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 Post subject: Re: [almost finished?]CAM MOD
PostPosted: Sat Oct 06, 2012 3:35 am 
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Posts: 200
don't forget to do
vm_cgame 0
and
vm_ui 0

+vid_restart


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 Post subject: Re: [almost finished?]CAM MOD
PostPosted: Sat Oct 06, 2012 8:49 am 
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Location: france
Kaiser wrote:
Awesome!!!! :o :shock: :twisted:
Let's try it !


Kaiser... Tutorials ???? :D

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 Post subject: Re: [almost finished?]CAM MOD
PostPosted: Sat Oct 06, 2012 11:23 pm 
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Nice fix :twisted:

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 Post subject: Re: [almost finished?]CAM MOD
PostPosted: Thu Oct 11, 2012 10:36 pm 
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Joined: Sun Jan 15, 2012 9:26 pm
Posts: 200
huge text update


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 Post subject: Re: [almost finished?]CAM MOD
PostPosted: Fri Oct 12, 2012 11:11 pm 
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Joined: Fri Oct 12, 2012 11:08 pm
Posts: 3
Hello guys ! I have to say this mod is really something WOW !

I saw it alrdy soem time ago but this one its enchanted its awesome !
Just wanna help with something !
I really dont understand the way how to make waypoints and then let jk2 auto move on them !
I just make some and then nothing happend , sometimes it crash game . Is there anyone who could tell me pls step-by-step how to make it or is there any good tutorial with new nerevars cam mod ?
Thanks for your reply , and good luck to the future with mods :D its awesome !!!


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 Post subject: Re: [almost finished?]CAM MOD
PostPosted: Fri Oct 12, 2012 11:36 pm 
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GOT IT GUYS !!!! its ownage ! i hope so its working 100% :D x)


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 Post subject: Re: [almost finished?]CAM MOD
PostPosted: Sun Oct 14, 2012 11:26 pm 
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Plz guys, make good movies with it =) we need motivation^^

btw. old video/version of nere cam but the rails are still working the same way:
http://www.youtube.com/watch?v=1aGSW0oMzOk

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 Post subject: Re: [almost finished?]CAM MOD
PostPosted: Fri Oct 19, 2012 3:35 pm 
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Image

Image
:(


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 Post subject: Re: [almost finished?]CAM MOD
PostPosted: Fri Oct 19, 2012 6:40 pm 
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can you load demos without cammod?

3 things might work:
-try it with a default jk2mpconfig.cfg (move your current .cfg out of your base)
-set other compatibilities to your jk2mp.exe
-use another jk2mp.exe crack :) (for-jk2-1-02-t17.html)

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 Post subject: Re: [almost finished?]CAM MOD
PostPosted: Tue Nov 06, 2012 10:13 pm 
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SMALL UPDATE

-several crash fixes
-jk2mp.exe will quit orderly (no more jk2mp.exe process in task manager after quitting)

Download link updated in first post
Nerevar has been thanked by:


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 Post subject: Re: [almost finished?]CAM MOD
PostPosted: Fri Nov 09, 2012 3:17 am 
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Joined: Sun Jan 15, 2012 9:26 pm
Posts: 200
:oops: I apologize, that I forgot to delete a debug line + "defixed" the disconnect crash in the last small update

pls download now the new updated version (update in first post)


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 Post subject: Re: [almost finished?]CAM MOD
PostPosted: Wed Dec 19, 2012 12:11 pm 
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Just have to say this is absolutely fabulous. Amazing work. It's perfect for me really.

There is a bug or such, though, that bothers me a lot, and you might be aware of it (since it's only "almost finished").
When moving the camera from one waypoint to another waypoint very close by and very similar angle, it tends to turn towards that waypoint, in a seemingly random way. It could turn the camera the total opposite direction, like instead of moving the camera slightly to the left, it goes to the waypoint but does like 360 turn on the right side instead.
Then I might have to redo all the waypoints, and I still don't know if it's going to spin the wrong way around on some of them.

But I'm really impressed by this anyway, it's great.


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 Post subject: Re: [almost finished?]CAM MOD
PostPosted: Wed Dec 19, 2012 1:03 pm 
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Gnur wrote:
Just have to say this is absolutely fabulous. Amazing work. It's perfect for me really.

There is a bug or such, though, that bothers me a lot, and you might be aware of it (since it's only "almost finished").
When moving the camera from one waypoint to another waypoint very close by and very similar angle, it tends to turn towards that waypoint, in a seemingly random way. It could turn the camera the total opposite direction, like instead of moving the camera slightly to the left, it goes to the waypoint but does like 360 turn on the right side instead.
Then I might have to redo all the waypoints, and I still don't know if it's going to spin the wrong way around on some of them.

But I'm really impressed by this anyway, it's great.


You don't have to redo the whe whole path, just press Z or delete the last waypoint and make a new one

Nerevar wrote:
Z - a step back, if you accidently deleted the wrong waypoint, or don't like the one you just created, press Z end the last state is reloaded (there's just one step)

Timeline
-you can press DELETE to delete an item



Also I don't think I'm gonna finish this mod, but I'll release the source code probably


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 Post subject: Re: [almost finished?]CAM MOD
PostPosted: Wed Dec 19, 2012 2:24 pm 
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Yeah I can undo the last point, but I don't know which ones are gonna bug before I've made all of them and watched through the sequence. Not unless I could preview the camera's movement without restarting the demo (for going back in time). It's managable though. Still a way better option than any other mods or not using any mods.


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 Post subject: Re: [almost finished?]CAM MOD
PostPosted: Wed Dec 19, 2012 9:59 pm 
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Nice Gnur, plz keep up working with it - for we are not as many :d

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 Post subject: Re: Nerevar's Cam Mod (1.0)
PostPosted: Thu May 02, 2013 12:24 pm 
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don't works I installed it correctly but when I start a demo and I press any button the demo stop and get me at the menu do I have to bind the keys ( ofc I did jk2mp.exe ; setup ; mods; cammod ; load xD )


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 Post subject: Re: Nerevar's Cam Mod (1.0)
PostPosted: Thu May 02, 2013 6:31 pm 
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YoshY wrote:
don't works I installed it correctly but when I start a demo and I press any button the demo stop and get me at the menu do I have to bind the keys ( ofc I did jk2mp.exe ; setup ; mods; cammod ; load xD )


You maybe forgot this ;)
Quote:
Start the game and set in console vm_ui 0 and vm_cgame 0 (the mod won't work otherwise)

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 Post subject: Re: Nerevar's Cam Mod (1.0)
PostPosted: Thu May 02, 2013 9:53 pm 
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still don't works help mee xD I want to upload some videos on youtube xD


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 Post subject: Re: Nerevar's Cam Mod (1.0)
PostPosted: Fri May 03, 2013 12:03 am 
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YoshY wrote:
still don't works help mee xD I want to upload some videos on youtube xD


Quote:
Installationhelper:
If you haven't done it correctly, the console will give you a message that a .dll is missing

Check that and do you even have v1.02? Maybe your jk2 is fucked up, try the 115mb version as a test.

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 Post subject: Re: Nerevar's Cam Mod (1.0)
PostPosted: Fri Jul 26, 2013 11:47 pm 
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Hi man, can you make the mod to 1.03 for make videos? thanks


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 Post subject: Re: Nerevar's Cam Mod (1.0)
PostPosted: Sat Feb 15, 2014 2:12 pm 
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Joined: Fri Oct 12, 2012 11:08 pm
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Ok so nice mod , again here.

My jk2 just crash after i hit end of rail ... anyone know why ??? everything works fine just when im making rails it crash ...


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 Post subject: Re: Nerevar's Cam Mod (1.0)
PostPosted: Sun Feb 16, 2014 12:46 am 
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Create them exactly like that, it should work:

https://www.youtube.com/watch?v=1aGSW0oMzOk


If that won't work I can send you a demo and a rail file so you can play it for testing.

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