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.
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. |
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). |
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 |
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 |