Content of this Document

  1. Introduction
  2. Installation
  3. Quickstart
  4. Advanced Features
  5. What else you should know

 

 

 

                                                                        Introduction

RypelCam is designed from a Moviemaker for Moviemakers. Although i´m not an experienced modder I tried to get some cool and useful features into this little thing.

For Bug Reports, Questions, Suggestions please mail me to rypel@gmx.de. There isent a forum or something yet but maybe there will be one in the future.

This document is still under development so youre welcome to mail me if you think that something should be explained in more detail. 

 

 

                           Installation

 

Step 1: Extract the files in System to the system directory of Unreal Tournament/Tactical Ops.  (i.e. c:\unrealtournament\system).

            Also install MovieUnreal and Demomanager3 if you don’t have them already installed.

Step 2: Open user.ini (in the system directory)

Step 3: Make the following Aliases and Keybinds:

 

Aliases[26]=(Command="behindview 1 | set input NumPad0 FirstPerson",Alias=ThirdPerson)

Aliases[27]=(Command="behindview 0 | set input NumPad0 ThirdPerson",Alias=FirstPerson)

NumPad0=FirstPerson

NumPad1=viewclass CamControl

NumPad2=exec startTrigger.txt

NumPad3=exec startTrigger2.txt

NumPad4=exec showControls.txt

NumPad5=exec Knoten.txt

NumPad8=togglefullscreen

GreyMinus=exec updateViewerDec.txt

GreyPlus=exec updateViewerInc.txt

Left=summon cam.speccamlinks

Up=summon cam.speccamvorne

Right=summon cam.speccamrechts

Down=summon cam.speccamhinten

Insert=summon cam.speccamoben

Delete=summon cam.speccamunten

 

Of course you can bind these things to other keys but I recommend you to use these and the Quickstart is based on these.

WARNING: When a key is not working be sure that every key in the user.ini is assigned only ONCE!!!

 

Step 4: Open the udemo.ini and set the last Entry “InterpolateView” to false. If you don’t do this Roll will not work and at least in 3rdPerson you will not notice any difference. 

Step 5: I would recommend to use OpenGL cause its much faster when minimizing/maximizing the screen and you will have to do that a lot.

 

 

                                                                                 Quickstart

    The best way to learn this tool is to start working with it. You can start with a very
    basic and easy to make Camera and then, when you learn more, you can add more
    and more variety to your Cameras.
To make a Camera you need to start the Demo with Demomanager3 in 3rdperson-mode. You can either use the normal Demomanager3 Modmenu item or use demo3+loadCam if you whant to go on with a Cam you saved in the past. But more about loading a Cam later.
Now start a Demo with the normal Demomanager3 in 3rdperson-mode and then fly around with the spectatorcam to a place where you want your Cam to start and
hit Numpad5. Then fly to another point in the level where you want the Cam to go and hit Numpad5 again. Do this at least 4 times, then hit Numpad1.
You now see a path between flags and an eye like symbol and your first Cam is already finished! The flags are the points you marked in the level. The “coins” between the flags are showing the path the Cam will go. And the eye shows the current position of the Camera.

Now hit Numpad0 and you are seeing what the Cam sees. Then hit Numpad2 to start it.

You can add more flags with Numpad5 if you like. When youre finished with that hit Numpad8 then Numpad4. You then should see this:

 

Only the things marked with the red Box are relevant for the Cam.

A quick Overview:

Accelerating_Or_Braking: the name already says it

CurTime: The Demotime

Demopause: to automatically pause the Demo at a certain time. The Cam will not be affected.

Flags: An overview over the Flag

Locations/Rotations and you can change them here

Insert_Or_Remove_Flag:   You can always add a flag at the end of the line but to insert a flag between or to remove one you have to use this.

Properties: the name says it

Target: you can tell the Cam here to center the view on something 

TimeControl: This helps to keep the Cam close to the action.

Timeline: the Cam has a own Timeline that’s used to determine when it should trigger something like demopause for example

 

To record your work go under RypelCam_Properties and set draw_Spline to false. Then close the Propertywindow and hit Numpad8, to go back to fullscreen, then hit Numpad3 and finally hit F12 to start recording with MovieUnreal.

SAVING YOUR WORK: in RypelCam_Properties hit save_all_to_ini and a RypelCam.ini will be created in your system folder. When you whant to load this later start the demo with the modmenu entry “demo3+LoadCam”.

CAUTION: WHEN YOU WHANT TO CREATE A NEW CAM BE SURE THAT THERE IS NO OLD RypelCam.ini IN YOUR SYSTEM FOLDER!

 

 

Advanced Features ………………………………….         

 

Its important that you understand the concept behind the “X”. So lets have a closer look:

The X is the timeline of the Cam and you use it to tell it when to do things like accelerating. Its not the Demotime! It’s a time that starts from zero everytime you start the Cam and it will also count when the Demo is paused.

So in other words: it gives you information on where the Cam is during its flight. You cannot change something in X this just show you what flag is reached at what X time. First flag is reached at 0, second flag at 2 and so on   so the flags are “2” away from each other. So when you have a flagnumber(counting from 0) multiply it with 2 and you get its X-Time. When you do accelerating, demopausing, centering of a player etc. you have to specify a X-Time for when this things should happen.

       So they are not triggered by the Demotime, they are triggered by the Cam when its on its flight.

 

 Curtime is the Demotime(the time that will stop counting when the demo is paused) and X is the Cam time. So sometimes you have a Curtime and you want the corresponding X-Time or the other way around. To do this type in a Curtime in Curtime_at_x, leave x_at_Curtime at –1 and start the Cam and it will then tell you what X is reached at this Curtime. Or do it the other way by specifying a X and leaving Curtime_at_x at –1. Don’t fill in both fields. Always leave one at –1 or it will not work.


                  speeding things up

To accelerate or to slow down the Cam you have to fill in pairs of numbers into when_to_accelerate.

The first number tells it when to start accelerating/braking, the second number tells it when to stop it. The X list tells you when which Flag is reached. This is a virtual timeline for the Cam. Flag 0 is the start, Flag 1 is reached at 2 and so on. So typing 4 and 6.4 in the first two lines of when_to_accelerate would tell the Cam to start accelerating when it reaches Flag 2 and to stop it some time before Flag 4. Fill in line 3 and 4, 5 and 6 and so on in the same way and always set it back to –1 if you want to delete values.

In acceleration_rates you can specify how fast it should accelerate. Negative numbers mean braking! Line 0 in acceleration_rates specifies the acceleration for the first pair of start and end point of when_to_accelerate and so on.

In when_to_pause you don’t have to specify pairs. Tell it when it should start a pause and enter the duration of that pause in pause_durations.(Its an old picture. You can find X now under RypelCam_Timeline).

             TO FIND THE RIGHT VALUES YOU HAVE TO EXPERIMENT

 

autostart: if true after started the Cam will wait till CurTime has reached startzeit.

draw_spline: when false the flags and all will disapear. So use this when you whant to start recording.

Drawdetail: lower numbers mean more Detail!

 

startzeit: starttime for autostart. Insert a CurTime value here.

Update_Spline: when you changed flag locations use this or Numpad3 to update the camerapath.

x_speed: speed for the speccam during demopause

 

 

 

You can adjust Locations/Rotations here. To adjust the rotation

hit Numpad+/Numpad-, hit Numpad0 for first person view  and then change the rotation by typing in new numbers into rotation_at_flags or by using the mouse. Viewing tells you what flag your currently on.    360° = 65536 !!!

WITH THE MOUSE YOU YOU CANNOT CONTROL ROLL. YOU HAVE TO TYPE IN THE NUMBERS FOR ROLL ON YOUR OWN.

 

Not much to say about this.

Making the new flag is done like normal with Numpad5.

 

 

 

when you have specified a starttime for your Cam then you have the difference in time between flag 0 and the other flags in Flag_relative_CurTimes.

 

This is usefull for timing issues. For example you whant the Cam to be next to a rocket when it explodes. To do this put your startime into save_Curtime_relative_to, seek to the time when the rocket explodes, hit pause, doubleclick on save_rCurTime, and then you can see the time difference in saved_relative_CurTimes. Now compare this to your Flag_relative_CurTimes and you can get an idea where the Cam will be when the Rocket explodes. You can then change the acceleration till your satisfied. You have to restart the Cam(Numpad2 or 3) to update the values in Flag_relative_CurTimes. 

 

 

 

 

 

You want a player or a rocket  or… in the middle of the screen ? Then read on!

 

 

 

 

 

Chose what you want to target then copy the string in Target to thisTargetClass and hit nextTarget till you have the view on the Target that you want the Cam to center.

You can center more then one target during a Cam flight. You save them in targetList. For the first target leave save_at at zero and set saveTarget to true(double-click). The Target will then be saved in the targetList. Then you have to specify X-Values in when_to_target. But it works a bit different to accelerating_or_pausing. You only specify starttimes in when_to_target for the corresponding targets in targetList. To stop targeting you must insert a “-“ in targetlist. The “-“ is treated like a target so you have to specify a starttime for it, too.

 

 

 

 

 

 

 

 

 

You can tell the Cam to pause the Demo between X-Value 4 and 4.6 for example(That would mean pause starts at the third flag)

The Cam will move but all other things get freezed.


 

 

                          What else you should know

  

     You can position flags when the demo is paused. To move the spectatorcam during demopause use arrowleft,arrowright,… and insert and del on your keyboard(if you use the keybinds   on the second page). When you first press a direction key the Speccam will start and when you press it again it will stop. You can control the speed in RypelCam_Properties->x_speed.

 

     Numpad2 will start/restart the Cam. Numpad1 will switch the view to the Cam. Numpad3 will do both and it will also update the spline(that’s to do after changing flaglocations).

 

     The MovieUnreal in this Package is a slightly modified version with redefines F-Keys. With this version you can seek faster and you can make slower slowmotions so I would recommend to use this version even if you have MU already installed.

 

    The MovieUnreal F-Keys affect the Demospeed but they usually don’t affect the Cam speed! You have to keep that in mind when creating, testing and recording a Cam.

 

    When you use the freeflight Cam during Demopause and you are running MovieUnreal change the framerate to something low(F4 or something) cause then the Cam will be smoother.

 

 

 

Kontakt:

RypeL

E-Mail: rypel@gmx.de