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#1 |
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Join Date: May 2010
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Don't get me wrong, I love it! But it doesn't look that great in 2D Surround (they didn't render properly how the visor connects to the sides, and it just looks lazy tbh). However, there are also cars like the Radical that have anomalies while using triple screen resolutions (in which case the sides of the helmet actually helps cover this up).
Perhaps the better question here would be... How to add look to apex to my other cockpit camera view so I can switch between them? Or might it be possible for someone to create a mod for a better looking helmet rendering while using Surround? |
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#2 |
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Join Date: Jul 2006
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I feel nauseous when ever I switch to in helmet view. In GTR Evolutions helmet cam, I fee fine. Anyone else experience this?
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#3 |
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Superator
Join Date: Oct 2006
Location: On a thin crust covering a huge ball of hot molten stone whizzing through space
Age: 40
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#4 |
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Join Date: May 2010
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#5 |
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Join Date: Jan 2008
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helmet camera feels good when i'm cruising around a track. but racing, you miss the apex, you get powersteer on corner exit (or going sideways in general). the look around makes it more confusion imho.
also ("technically") you have to recalculate the direction of the car based on where the interior points relative to the track. when moving the real head human sixth sence (maybe it's fifth? ) knows that with usually high precision relative to at least the interior, without thinking... and also that the position of the car relative to track doesn't change just by moving the head.in simple words, sometimes it feels like everything moves, when it's just the automatic helmet camera view. naturally that could cause some problems... ![]() fov, camera shake and probably that movement also feel different on different viewing distances / screen size. imho the normal camera view, with helmet cam position and slightly lower fov (~ the normal camera from Shift, GTR and so on) and lower forward/backward motion (also longitudenal g-force usually have less unpredictably impact on handling then lateral, so it's no big loss imho) is the perfect compromise. |
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#6 | |
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Join Date: Oct 2006
Location: Scotland
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Quote:
Under the HelmetCam entry, there is this line : <prop name="RenderHelmet" data="true" /> Set this to false, and hopefully won't render the helmet. |
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#7 | |
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Join Date: May 2010
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Quote:
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#8 |
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Join Date: Jan 2011
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I think im one of the few that is completely loving the helmet cam. At first I was getting major disorientation when using it but then I got used to it very quickly. Best advice I can give you is to look at where you want to go, not where the helmet cam is pointing. I've gotten so used to it that I am honestly doing faster laps with it.
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#9 | |
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Join Date: Apr 2009
Location: Central California
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Quote:
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#10 | |
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Join Date: May 2010
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Quote:
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#11 |
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Join Date: Oct 2006
Location: Scotland
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There isn't that I can see in the cameraconfig.xml, but it might be worth asking in the modding thread to see if anyone else has a solution.
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#12 | |
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Join Date: Feb 2009
Location: UK
Age: 32
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Quote:
For my Helmetcam i increased fov slightly and disabled the helmet rendering. After doing this i found i am taking corners better and the view is pretty awesome now i can see my cockpit and corners clearly with all the effects like look to apex etc.. Preview Shot ZondaR. ![]() Im no Modder but heres the config ive used for the helmet cam, the 4 changes are in red. Code:
<data class="CCameraConfig" id="0xF30A020">
<prop name="Name" data="HelmetCam" />
<prop name="OriRate" data="360;360;360" />
<prop name="VelocityOriRatio" data="0" />
<prop name="TargetPertubationScale" data="0" />
<prop name="Pos" data="CockpitPos" />
<prop name="RearPos" data="CockpitRearPos" />
<prop name="PosOffset" data="0;0;0" />
<prop name="OriOffset" data="-0.07;0;0" />
<prop name="RearPosOffset" data="0;0;0" />
<prop name="RearOriOffset" data="0;0;0" />
<prop name="HeadPhysicsScale" data="2;0.1;2.1" />
<prop name="Radius" data="0" />
<prop name="FOV" data="1.15" />
<prop name="FOVMax" data="1.4" />
<prop name="FOVMaxSpeedMPH" data="150" />
<prop name="AspectRatio" data="1.33333" />
<prop name="NearZ" data="0.1" />
<prop name="FarZ" data="2500" />
<prop name="CutOffZ" data="550" />
<prop name="ImpactShakePositionalExtents" data="0.5;0.5;0.5" />
<prop name="ImpactShakeOrientationalExtents" data="1;1;1" />
<prop name="ImpactShakeFrequencyFactor" data="10" />
<prop name="SpeedShakePositionalExtents" data="0;0.002;0" />
<prop name="SpeedShakeOrientationalExtents" data="0.002;0;0.003" />
<prop name="SpeedShakeFrequencyFactor" data="20" />
<prop name="SpeedShakeMinSpeed" data="2" />
<prop name="SpeedShakeMaxSpeed" data="35" />
<prop name="HideCar" data="false" />
<prop name="HideCarRearLook" data="true" />
<prop name="RenderCockpit" data="true" />
<prop name="RenderHelmet" data="false" />
<prop name="DriverMode" data="1" />
<prop name="AllowCycle" data="true" />
<prop name="AllowCycleAI" data="false" />
<prop name="HeadPhysicsType" data="3" />
<prop name="UseChaseLook" data="false" />
<prop name="HUDMode" data="5" />
<prop name="WideHUDMode" data="6" />
<prop name="HUDHeadPhysics" data="true" />
<prop name="PlayJetstreamSound" data="false" />
<prop name="EnvMapUpdateWeightPosX" data="1" />
<prop name="EnvMapUpdateWeightNegX" data="1" />
<prop name="EnvMapUpdateWeightPosY" data="1" />
<prop name="EnvMapUpdateWeightNegY" data="1" />
<prop name="EnvMapUpdateWeightPosZ" data="1" />
<prop name="EnvMapUpdateWeightNegZ" data="1" />
<prop name="EnvMapUpdatesPerFrame" data="3" />
<prop name="VanishParticlesNearCamera" data="true" />
<prop name="LODDistanceMultiplier" data="1" />
<prop name="FreeLookYawLimits" data="-50;50" />
<prop name="FreeLookPitchLimits" data="-30;20" />
<prop name="FreeLookCeiling" data="-1" />
<prop name="RotateChaseCamPitchLimits" data="-70;15" />
<prop name="DistanceToTargetLimit" data="-1" />
</data>
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