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Old 02-22-2013, 08:57 PM   #1
Taunger
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Question Missing field in DLGEditor

Hi again!

I was just wondering if there is any way to change the zoom (a.k.a field of view) of an animated camera in a dialog? When I open a dialog in Kotor Tool, the nodes have a "Camera Field of View" entry. When I change this entry and export, the dialog is screwed up.
Now, I know I should be using DLGEditor, but that doesn't show any "field of view" field, so I'm pretty much stuck...
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Old 02-22-2013, 09:40 PM   #2
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I honestly have no idea about the KotOR tool dialogue editor. Usually with animated camera you'll just have to program the zooming in manually, via the position coordinates.


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Old 02-22-2013, 10:03 PM   #3
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There's a difference between moving towards something (which changes perspective) and zooming (which does not change perspective), so I'd really like to be able to do this. The information seems to be there in the DLG file (and the effect is clearly visible in some cutscenes, for example in the first shot here), so maybe it'd be possible with hex editing. Of course, it would be great if tk102 would add it to the DLGEditor, but that doesn't seem likely...
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Old 02-22-2013, 10:06 PM   #4
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IIRC those dialogue files actually don't use animated cameras. That's just the game engine's default conversation camera moving while attempting to follow Malak.


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Old 02-22-2013, 10:17 PM   #5
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I only meant the first shot of the saluting soldier. But, you're right. I forgot I was talking about animated cameras for a minute, heh. I think it's possible to change the field of view of a placeable camera through the GIT file, but that doesn't work for animated cameras. I'm trying to make custom animated cameras using AniCam and I think in that case it takes the field of view from the DLG. Alas, there seems to be no way to change that.
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Old 02-24-2013, 09:58 PM   #6
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I did a couple of tests and I noticed something that appeared very strange at first, but makes sense:

if you give an animated camera to a node in a DLG file that:

has no "Camera Field of View" entry as visible in Kotor Tool's Conversation Editor,
AND
the previous node uses a placeable camera,

then the animated camera adopts the angle of view of the placeable camera (that was used in the previous node).

It's a very hacky way of setting a view angle and I don't know if this will ever be useful to anyone, but, just in case, I'm putting it out there.
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