Thanks,
Tom
Thanks,
Tom
--
-- Fran?ois Mnard <ymenard>
-- http://www.ymenard.8m.com/
-- This announcement is brought to you by the Shimago-Dominguez
Corporation - helping America into the New World...
Thanks for you help,
Tom
> For the track cam files or the car cam files?
> --
> -- Fran?ois Mnard <ymenard>
> -- http://www.racesimcentral.net/
> -- This announcement is brought to you by the Shimago-Dominguez
> Corporation - helping America into the New World...
Well, you'll loose the "3d***pit" simulation. You see, whenever you
change the view to a non-cockpit view, either in GPL, N4 or NR2002 your
camera gets bolted on the chassis. Therefore, it won't shake, or move as if
it was your head moving forward/backwards, leaning into the corners and
tilting around. The***pit view in GPL/N4/NR2002 actually lives in it's
own world. It's like back-projected (in cinematic terms) into the 3d world
but itself works as a 3d object.
http://www.racesimcentral.net/
http://www.racesimcentral.net/
http://www.racesimcentral.net/
--
-- Fran?ois Mnard <ymenard>
-- http://www.racesimcentral.net/
-- This announcement is brought to you by the Shimago-Dominguez
Corporation - helping America into the New World...
Thanks for the info......very good stuff. I had found GPLCarCam since my
last post....and it is working great to do what I need. I'm going to pick
up "TrkCamEdit" just to have it for the track cams (I'm assuming those are
in the "make_b.cam" and the "make_c.cam" files.....sine "make_a.cam" is the
driving views. But, perhaps each track has its own track.cam as well? I
haven't checked....so just guessing here.
I was also aware of the loss of the "3D"***pit when switching to the
alternate driving views. However, I think its a small price to pay for
having the correct driving FOV for the application I'm using it for (the
plasma screen windshield/cockpit). Once you have virtually only the edge of
the dash cover...and a small part of the left-side windscreen support
actually "on screen".....then their movements would either be ignored by you
the driver (your eyes are focused out of the car and down track a
considerable distance....as they would be in a real race car) or possibly
even distracting. I'm not sure of this....since I can't test it without
being able to change the 3D***pit FOV.
A side benefit of this alternate driving cam work.....is that I can confirm
that the Papy FOV in the 3D***pit is virtually spot on (can confirm to the
smallest increment of two centimeters or so....or about an inch). How I was
able to do this is the following:
1. I first moved the alt-view camera to the position of the driver's
head....forehead-center eye area (this is where the "fudge factor" comes
in....there was no way to precisely determine this....but I got it within an
inch or so....I'm sure of that). When I managed to do this....I can confirm
the FOV from this cam was nearly identical to the FOV of the 3D***pit.
2. I used a view angle of 100 degrees......not exactly the same as my human
primary peripheral vision field....but close enough (with a closed-faced
helmet on). The internal dimensions of my***pit is nearly identical to a
WC car (setting aside individual adjustments of seat and wheel position for
individual drivers). I patterned it after measurements taken from Labonte's
2001 WC car....and a GTA race car I had daily access to at our race shop at
Sears. Taking about 15 different "reference points" from the steering wheel
center.....my***pit is within a 1/2 inch at all 15 points. That's close
enough for my purposes.
3. Starting from the camera position determined in #1 above......I first
measured the distance from my forehead to the point of six inches back from
the windscreen on the sim***pit - a distance of about 28 inches (that is
what I first estimated the position to be where I wanted the FOV on screen
to be....it was a guess at first....but turned out to be correct...got
lucky). I then incrementally moved the camera forward.....and when I
reached a forward position equivalent to the same measurement taken in the
sim***pit.....the FOV of the camera view was perfect (or as perfect as I
desired it to be). I had moved the camera forward 0.72 meters....which is
about 28 inches.
I don't know if Papyrus set the 3D***pit FOV this scientifically.....but
however they did it.....it is nearly perfect in my book! I know there has
been some discussion about this from time to time here on r.a.s. Through
the methods described, I'm confident that Papyrus***pit FOV is correct.
Thanks for the info on the cams, Frank.......
Regards,
Tom Pabst
> You could always take the gplcarcam editor, it worked for N4 so it should
> work for NR2002. For the tracks there is an utility called TrkCAMEdit for
> GPL that works for N4. It should also work for NR2002, the file structure
> hasn't changed no?
> > so I want to change the driving FOV to match the area of the sim
> > car windshield with that of a full dimension***pit...
> Well, you'll loose the "3d***pit" simulation. You see, whenever you
> change the view to a non-cockpit view, either in GPL, N4 or NR2002 your
> camera gets bolted on the chassis. Therefore, it won't shake, or move as
if
> it was your head moving forward/backwards, leaning into the corners and
> tilting around. The***pit view in GPL/N4/NR2002 actually lives in it's
> own world. It's like back-projected (in cinematic terms) into the 3d
world
> but itself works as a 3d object.
> http://www.racesimcentral.net/
> http://www.racesimcentral.net/
> http://www.racesimcentral.net/
> --
> -- Fran?ois Mnard <ymenard>
> -- http://www.racesimcentral.net/
> -- This announcement is brought to you by the Shimago-Dominguez
> Corporation - helping America into the New World...
CarCam is a well old program..
> Thanks for the info......very good stuff. I had found GPLCarCam since my
> last post....and it is working great to do what I need. I'm going to pick
> up "TrkCamEdit" just to have it for the track cams (I'm assuming those are
> in the "make_b.cam" and the "make_c.cam" files.....sine "make_a.cam" is
the
> driving views. But, perhaps each track has its own track.cam as well? I
> haven't checked....so just guessing here.
> I was also aware of the loss of the "3D"***pit when switching to the
> alternate driving views. However, I think its a small price to pay for
> having the correct driving FOV for the application I'm using it for (the
> plasma screen windshield/cockpit). Once you have virtually only the edge
of
> the dash cover...and a small part of the left-side windscreen support
> actually "on screen".....then their movements would either be ignored by
you
> the driver (your eyes are focused out of the car and down track a
> considerable distance....as they would be in a real race car) or possibly
> even distracting. I'm not sure of this....since I can't test it without
> being able to change the 3D***pit FOV.
> A side benefit of this alternate driving cam work.....is that I can
confirm
> that the Papy FOV in the 3D***pit is virtually spot on (can confirm to
the
> smallest increment of two centimeters or so....or about an inch). How I
was
> able to do this is the following:
> 1. I first moved the alt-view camera to the position of the driver's
> head....forehead-center eye area (this is where the "fudge factor" comes
> in....there was no way to precisely determine this....but I got it within
an
> inch or so....I'm sure of that). When I managed to do this....I can
confirm
> the FOV from this cam was nearly identical to the FOV of the 3D***pit.
> 2. I used a view angle of 100 degrees......not exactly the same as my
human
> primary peripheral vision field....but close enough (with a closed-faced
> helmet on). The internal dimensions of my***pit is nearly identical to
a
> WC car (setting aside individual adjustments of seat and wheel position
for
> individual drivers). I patterned it after measurements taken from
Labonte's
> 2001 WC car....and a GTA race car I had daily access to at our race shop
at
> Sears. Taking about 15 different "reference points" from the steering
wheel
> center.....my***pit is within a 1/2 inch at all 15 points. That's close
> enough for my purposes.
> 3. Starting from the camera position determined in #1 above......I first
> measured the distance from my forehead to the point of six inches back
from
> the windscreen on the sim***pit - a distance of about 28 inches (that is
> what I first estimated the position to be where I wanted the FOV on screen
> to be....it was a guess at first....but turned out to be correct...got
> lucky). I then incrementally moved the camera forward.....and when I
> reached a forward position equivalent to the same measurement taken in the
> sim***pit.....the FOV of the camera view was perfect (or as perfect as I
> desired it to be). I had moved the camera forward 0.72 meters....which is
> about 28 inches.
> I don't know if Papyrus set the 3D***pit FOV this scientifically.....but
> however they did it.....it is nearly perfect in my book! I know there has
> been some discussion about this from time to time here on r.a.s. Through
> the methods described, I'm confident that Papyrus***pit FOV is correct.
> Thanks for the info on the cams, Frank.......
> Regards,
> Tom Pabst
> > > Well, what I would like is the***pit cam......but I don't ever
recall
> > > seeing one for N2K2...or any previous version of Papy's NASCAR sims.
> > You could always take the gplcarcam editor, it worked for N4 so it
should
> > work for NR2002. For the tracks there is an utility called TrkCAMEdit
for
> > GPL that works for N4. It should also work for NR2002, the file
structure
> > hasn't changed no?
> > > so I want to change the driving FOV to match the area of the sim
> > > car windshield with that of a full dimension***pit...
> > Well, you'll loose the "3d***pit" simulation. You see, whenever you
> > change the view to a non-cockpit view, either in GPL, N4 or NR2002 your
> > camera gets bolted on the chassis. Therefore, it won't shake, or move
as
> if
> > it was your head moving forward/backwards, leaning into the corners and
> > tilting around. The***pit view in GPL/N4/NR2002 actually lives in
it's
> > own world. It's like back-projected (in cinematic terms) into the 3d
> world
> > but itself works as a 3d object.
> > http://www.racesimcentral.net/
> > http://www.racesimcentral.net/
> > http://www.racesimcentral.net/
> > --
> > -- Fran?ois Mnard <ymenard>
> > -- http://www.racesimcentral.net/
> > -- This announcement is brought to you by the Shimago-Dominguez
> > Corporation - helping America into the New World...