As an amateur filmmaker, I can assure you this: the keys to convey speed are those three: 1: Open up the FOV. This is the most basic one, everybody knows that if you use a wide angle lens (like 10mm or so) you'll get a huge speed feel, while using zoom or something over 40mm will make everything look static and moving slowly. With the revamped camera, this is already possible. 2: Lower the camera. If you put your camera at floor level, you can make a freakin wheelchair look like it's going 50 miles per hour, as the quickly moving details of the floor gives you the feel of "things going FAST". Of course, putting a camera on the floor in a racing game would make the car obstruct the view, and this is just for third person, as the FPV would be located where the driver's head would be. But the thing is putting it as low as possible (I remember how in need for speed, in drift events the camera would go up to help you see the corners of the car and your slides, and it made it look really slow). 3: Use "inertia shake". I don't really know how is this said, and it's easier to do it in real life, as it's just going with the intuitive sways of your camera, than to program it. Assetto corsa does it quite visibly in third person, and there's a mod that brings it to first person: There's also the little things like making the camera shake a little when going really fast, maybe even give a bit of FFB vibration... Anyways, the new camera is awesome, and it being LUA I'm sure it will see a lot of tweaking from now.
Opening up FOV also distorts perspective and depth perception as well, which is why most racing games are played with low FOV. depth perception > speed perception. This will add a lot to speed perception. I think a bit of camera shake on bumpy roads would be nice too.
Yeah, just when I wrote that I realized that, when I play AC or PC in cockpit view, I always lower the FOV so it aligns with my g27 wheel. In doing so, I actually end up with like 50 degrees or less of field of view or similar, which is more or less what real life would look like when looking through a 22 inch "window" (If I used a multi-screen layout, a huge screen, or had my screen like 2 inches from my face I could open up the FOV) Anyways, what I said stands when talking about third person view. The perspective distortion feels less unnatural (as it's not mimicking seeing trough real eyes but more an actual camera chasing the car), and makes the objects look very far away and then approach rapidly... which is a very arcadey approach to a camera but hey, as long as it's optional the game's still being realistic.
I would like an optional camera as part of the car, which can be attached to the car. the camera could fall off. It could be rotated using the keyboard
a reverse camera button/hotkey (so it turns the camera round so you can see, only when you press the button)
Hi sorry for the bump, i know that the thread it's old But i want to do this "character" thing and i'm not able to follow the steps I open the console and there is not "T3D- TorqueScript" but there is "GE - TorqueScript" And when i type "spawnPlayer()" it says "unable to find function spawnPlayer" So can someone help?
Can we get a slow motion crash theme camera mod? Once a crash is detected, such as BeamBreak: then (The simulation slows to half speed, and the camera turns to cinematic mod far away cam for about 2-5 seconds, then everything goes back to normal camera mod and simulation speed, similar to Burnout crash cam. also the simulation speed and time of camera cinematic mode can be modified And! If possible, a takedown cam similar to Burnout! the camera focuses on the AI car that you crashed, then focus back on you. oh just saw that is a thread from 2016
The code that was responsible for the character movement system, alongside plenty of other leftover T3D code, was removed well over a year ago. Unfortunately, spawnPlayer() will no longer work.