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Improved CameraControl (CameraScript)

Version 2.5 (Script 2.7.1)
Aims

bugfixes, general improvements, new features

Todo

Readme for HUD functions, help lines in script are probably not enough
make changing views always work (looks like some SL glitch when trying to change perspectives too fast/to the previous one)
further code cleanup
modularize
let HUD save camera positions per SIM
have settings notecard for camera positions and/or perspectives

Comparison

*** CameraControl HUD Firestorm Phototools camera -- Advanced phototools camera controls Black Dragon Viewer
Speed slow, depending on server load and lag even slower - changing perspective sometimes needs several tries/several changes between different perspectives, esp. with manually saved ones fast fast
Script count 1 (one), currently around 50kB - needs to use workaround for noscript areas (e.g. another script - vitality (1 script, reports 64kB, uses less) none, Firestrom function, works everywhere - same as FS AO none, Black Dragon function
Interface small HUD, gesture support (use of hotkeys) big popup (way to big to keep open all the time), many preferences (Firestorm settings) small camera UI
Saved positions 4 (four) resetting on region change (e.g. teleport), persisting relog if region is not changed (login to last location) 1 (one), persisting relog added in Firestorm 4.6.1 ??? need to check
Setting up perspectives useful presets (right/left shoulder) - for further changes edit those in script (nasty) 3 (three) - if 'rear view' is not good enough you need to use/change debug settings, as described in Penny Patton's blog entry, more detailed by Ciaran Laval or modified by Mona Eberhardt five slots for presets, adjustable via sliders
Camera perspectives also some dynamic presets (spin, spaz) only static ones, machinima stuff static ones, massive machinima stuff

Improved CameraControl by Vaelissa Cortes/Core Taurog has less perspectives and features, but therefore takes less display space and may be easier to use (see branch original, yet not released)

Components

Script-base

see script header
assuming this is the base of all

Objects

The prims representing the HUD are currently not found in this repo, only used textures.
Basically the HUD is constructed like this

  • Original HUD: Hidden/Invisible root prim holding main script, long CameraControl prim below holding a Button script to communicate via linked_message
  • Enhanced HUD:
  • Hidden/invisible root prim holding main script, vitality script, gestures to put into inventory for activation
  • below: broad CameraControl prim, without scripts (link number = root +1)
  • right sided: Kill Button prim (link number = root +2)
  • below: four Buttons for camera postions, each one prim

Gestures are not all found in this repo

  • currently using 5:
  • switch between saved camera positions
  • switch back to default view
  • 2 * cycle trough camera perspective presets
  • toggle distance/on/off

Tools

modified LSLForge.exe

Licensing