TRForge Adventskalender

Everything I know about flyby cameras

by DJ Full

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Answering Never Asked Questions

Here I expand and refer a lot to what you should first read here:
Basic flyby by Uvavoo
Advanced flyby by GMac
Title flyby by EssGee

 

Camera speed calculation (weird science)

Fraps indicates a default sequence made of two cameras flies from camera 1 to 2 within 100 frames. Setting camera 1 to speed 2 and camera 2 to speed 1 reduces this to 72 frames. While setting camera 1 to speed 1 and camera 2 camera to speed 2 makes it 68 (so flybys "brake" less efficient than "accelerate"). But if we set both camera 1 and camera 2 to speed 2, we get the sequence shortened to 50 frames. As we could expect, setting speed to to 4 completes the flyby within 25. Of values 8, 16, 32 each next one doubles speed given by the previous one. Similarly, 6 is double of 3, 10 is double of 5 and 46 is double of 23. "Speed" is just base interval of 100 frames divided by the value typed.

The lowest usable speed is 1. You can also type 0, but camera will possibly never move. And surely for 15 minutes... The highest usable speed is 50 (51 or more crashes the game). It means going from cam 1 to cam 2 within 2 frames. This is insanely fast. For instance setting the max speed on 3 cameras along a 12-square long path gave me velocity of 648 km/h or 402 mph, if translated to real life units. I can see no usage for this other than showing last moments of Lara's enemies from bullet perspective. Or EssGee could remake his podrace level.

In theory if our camera 1 was on the lowest possible floor in one corner of the map, and camera 2 on the highest ceiling of the opposite corner, both with speed 50, they would produce a flyby running at speed of 4,66 km/s, which exceeds sound velocity more than 13.5 times and could make a trip around Earth in 2 h 23 min.

 

Heavy triggers

These heavy triggers work both in the center and on the edge of tile, on all surfaces: flat, slanted or broken along any diagonal into floor triangles. In fact each geometry vertex of such square can be on different elevation and the heavy trigger will still work, except from if placed on a non-collision square like water. For heavies on squares containing split into solid and no-collision triangle, camera must be placed over the solid part. If it's over the no-collision part, it will seek for triggers on the nearest solid floor below. Heavy triggers won't work with button [7] cutcams nor with the first unit after the cut but they will with the first camera in sequence. They can be also used under cameras with:
- button [11] enabling Lara control
- button [10] disabling control again in the middle of sequence
- button [8] pausing the sequence, where they will trigger desired event at the beginning of the hold.
As expected, using Look key to break a sequence before reaching a heavy trigger will skip that trigger as well.

 

Cutting cameras

To fully control them, number units from 0. If you start with 1, a cameras with button [7] will likely snap to unit with number greater by 1 than specified in the timer. You can have five such working cameras in a sequence. I suppose there could be more but two limitations stand in the way:
- the cut cam [7] will only work on every third camera unit, separated by the usual dummy camera and another camera following it
- the final cutcam [7] in sequence must be 14th in order or earlier, what's not even halfway through the total per-sequence limit of 32 camera units.
This is why arranging several quick groups and following with one long flight is the most capacious in cuts (not saying always the best). An example of such structure is the puzzle hint from The Black Lodge by eTux.

A setup which works for me:

5.0 start [0][6][9][10]
5.1 no bit
5.2 cutcam [7] timer 4
5.3 no bit
------------
5.4 no bit
5.5 cutcam [7] timer 7
5.6 no bit
------------
5.7 no bit
5.8 no bit
5.9 cutcam [7] timer 11
5.10 no bit
------------
5.11 no bit
5.12 cutcam [7] timer 14
5.13 no bit <=14th in order
------------
5.14 no bit
5.15 no bit
5.16 no bit
5.17 no bit
5.18 no bit
5.19 no bit
5.20 no bit

And this one doesn't:

3.0 start [0][6][9][10]
3.1 heavy [14]
3.2 no bit
3.3 no bit
3.4 no bit
3.5 cutcam [7] timer
3.6 no bit
------------
3.7 no bit
3.8 cutcam [7] timer 10
3.9 no bit
------------
3.10 no bit
3.11 cutcam [7] timer 13
3.12 no bit
------------
3.13 no bit <=14th in order
3.14 no bit
3.15 no bit
3.16 cutcam [7] timer 18
3.17 no bit
------------
3.18 no bit
3.19 no bit

The second arrangement has the fourth cut at 0.16, but the camera will just revert to 0.2. The further from the limit you went with the last cutcam, the further from the beginning it will snap to. And such failed cut will repeat, looping the sequence for infinity even if one-shot is applied.

 

Timer field

Timer field hold applied on camera unit with button [8] is NOT affected with Speed field value. For instance setting the speed to 4 will NOT reduce a 40-second pause to 10 seconds. The maximum value applicable to timer field is 65535. 65536 is read as 0 again. So if you have for instance a codebit [8] and order it to hold for 68036 units (which should be 136 seconds), it will roll back to 2500 and hold the camera for 5 seconds anyway. The above doesn't only apply to codebit [8] but also to codebit [7]. If you type set the snap to camera "65545", it will just count over and and snap to camera 9.

 

Title flyby

Various setups apply, but the essentials are very little:
- the only object needed in title is LARA, anything else matters for playable levels
- no TRIGGER for camera is required, just the sequence
- the fully working ID to begin title sequence is 1 (0, 2, 3 and 4 cause problems)
- just like in playable levels, numbering from 1.0 instead of 1.1 allows proper snapping from cutcams with button [7].

 

Limits (weird science again)

The classic editor allows 8 flyby sequences per level. Each sequence can have 32 cameras. That should indicate total amount of flight units per level as 256, but the highest amount I made work was 132. Above that number the ng_tom2pc claimed I have like -1500 AI meshes in level. One or two units above, the game returned a global nope in form of fatal crash. If this zone is really reserved for AI, it marks a true end.

That would be all for now. If I discover something else I'll let you know. Merry Christmas to everyone - it's really near now.