Camera Setup

It is possible to customize the look of the different views used in your level. Reality Factory supports a 1st person view, a 3rd person view, an isometric view and a fixed camera view. Each view, except the fixed camera, can be customized to suit your particular needs by changing the values stored in a file called camera.ini. Fixed cameras are customized through their individual entities. The format of the INI file is as follows:

The INI file is broken down into four parts, one for each view and a general information section. Each part is defined by the section name enclosed in square brackets.

[General]

This section contains information that is common to all camera views. The camera slowly changes height when moving from one action to another that require height changes, such as idle to crouch or tread to swim.


fieldofview this determines the field of view of the camera. It is normally set to 2.0 but can be changed for special uses.
lookupangle the maximum angle (in degrees) that the camera can look up
lookdownangle the maximum angle (in degrees) that the camera can look down
viewswitchallowed true if you can switch between views using the keyboard, false if not
switchto1stpersonallowed true if you can switch to 1st person view using the keyboard, false if not
switchto3rdpersonallowed true if you can switch to 3rd person view using the keyboard, false if not
switchtoisopersonallowed true if you can switch to isometric view using the keyboard, false if not
heightspeed number of texels per second the camera moves when it changes height
overlaydistance distance from camera that the Overlay and Liquid bitmaps are rendered; a default value of 10 is used if this is not defined.

[FirstPerson]

This section contains information specific to the 1st person view.

height the height of the camera above the floor. If this is auto then the height of the player actor is used
the actual camera height is calculated by (height*0.75*player scale).

[ThirdPerson]

This section contains information specific to the 3rd person view.

height the height of the camera above the floor. If this is auto then the height of the player actor is used
the actual camera height is calculated by (height*0.75*player scale).
angleup the angle (in degrees) that the camera is tilted above the horizontal
distance the distance (in texels) that the camera is placed behind the player
allowlook true if you can look up and down using the mouse, false if not
allowzoom true if camera can be zoomed in and out, false if not
mouserotation true if mouse causes camera to rotate around player rather than rotating player, false if not
in this mode the mouse controls zooming in and out (if allowed)
minimumdistance closest distance (in texels) you can zoom into behind player
maximumdistance farthest distance (in texels) you can zoom out from the player

[Isometric]

This section contains information specific to the Isometric view.

height the height of the camera above the floor. If this is auto then the height of the player actor is used
the actual camera height is calculated by (height*0.75*player scale).
angleup the angle (in degrees) that the camera is tilted above the horizontal
anglearound the angle (in degrees) that the camera is rotated around the player
distance the distance (in texels) that the camera is placed behind the player
collisiondetection true if camera tests for collision with objects and zooms in to avoid them, false if not