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Let's Try This Again

7 posts by 3 people · 07 Jul 2002 16:11 UTC - 09 Jul 2002 05:45 UTC

Tom Pabst 07 Jul 2002 16:11 UTC#110059
.......looking for a cam editor for N2K2. Anybody know of one? Thanks, Tom
>"Tom Pabst" <[email hidden]> wrote > .......looking for a cam editor for N2K2. Anybody know of one? For the track cam files or the car cam files? -- -- Fran�ois M�nard <ymenard> -- http://www.ymenard.8m.com/ -- This announcement is brought to you by the Shimago-Dominguez Corporation - helping America into the New World...
Well, what I would like is the cockpit cam......but I don't ever recall seeing one for N2K2...or any previous version of Papy's NASCAR sims. So, the "driving view" cams are the next best choice. I'm getting prepared to install a 40x60 plasma screen in a real WC cockpit simulator (actual dimensions) so I want to change the driving FOV to match the area of the sim car windshield with that of a full dimension cockpit...so to speak. Any ideas Francois? Thanks for you help, Tom "ymenard" <[email hidden]> wrote in message news:Xd1W8.404$[email hidden]...
Quoted text (16 lines)> >"Tom Pabst" <[email hidden]> wrote > > .......looking for a cam editor for N2K2. Anybody know of one? > > For the track cam files or the car cam files? > > > > > -- > -- Fran�ois M�nard <ymenard> > -- http://www.ymenard.8m.com/ > -- This announcement is brought to you by the Shimago-Dominguez > Corporation - helping America into the New World... > > >
>"Tom Pabst" <[email hidden]> wrote > Well, what I would like is the cockpit 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 cockpit... Well, you'll loose the "3d cockpit" 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 cockpit 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.joachimblum.de/trkcamedit.htm http://www.fortunecity.com/underworld/3d/797/ http://www.theuspits.com/fbody/nascar/n4/n4cam_v0.2.1_beta.zip -- -- Fran�ois M�nard <ymenard> -- http://www.ymenard.8m.com/ -- This announcement is brought to you by the Shimago-Dominguez Corporation - helping America into the New World...
Frank.... 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" cockpit 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 cockpit FOV. A side benefit of this alternate driving cam work.....is that I can confirm that the Papy FOV in the 3D cockpit 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 cockpit. 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 cockpit 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 cockpit 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 cockpit - 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 cockpit.....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 cockpit 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 cockpit FOV is correct. Thanks for the info on the cams, Frank....... Regards, Tom Pabst "ymenard" <[email hidden]> wrote in message news:DC7W8.639$[email hidden]...
Quoted text (17 lines)> >"Tom Pabst" <[email hidden]> wrote > > Well, what I would like is the cockpit 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 cockpit... > > Well, you'll loose the "3d cockpit" 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 cockpit view in GPL/N4/NR2002 actually lives in it's > own world. It's like back-projected (in cinematic terms) into the 3dworld
Quoted text (18 lines)> but itself works as a 3d object. > > > http://www.joachimblum.de/trkcamedit.htm > http://www.fortunecity.com/underworld/3d/797/ > http://www.theuspits.com/fbody/nascar/n4/n4cam_v0.2.1_beta.zip > > > > > -- > -- Fran�ois M�nard <ymenard> > -- http://www.ymenard.8m.com/ > -- This announcement is brought to you by the Shimago-Dominguez > Corporation - helping America into the New World... > > >
GPLSA program you can adjust the FOV, and all angles back and forth etc and still have a 3D cockpt like normal.... CarCam is a well old program.. Tom Pabst <[email hidden]> wrote in message news:C3iW8.438708$352.62163@sccrnsc02... > Frank.... > > 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" isthe
Quoted text (7 lines)> 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" cockpit 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 byyou > 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 cockpit FOV. > > A side benefit of this alternate driving cam work.....is that I canconfirm > that the Papy FOV in the 3D cockpit is virtually spot on (can confirm tothe > smallest increment of two centimeters or so....or about an inch). How Iwas > 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 withinan > inch or so....I'm sure of that). When I managed to do this....I canconfirm > the FOV from this cam was nearly identical to the FOV of the 3D cockpit. > > 2. I used a view angle of 100 degrees......not exactly the same as myhuman > primary peripheral vision field....but close enough (with a closed-faced > helmet on). The internal dimensions of my cockpit is nearly identical toa > WC car (setting aside individual adjustments of seat and wheel positionfor > individual drivers). I patterned it after measurements taken fromLabonte's > 2001 WC car....and a GTA race car I had daily access to at our race shopat > Sears. Taking about 15 different "reference points" from the steeringwheel > center.....my cockpit 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 backfrom
Quoted text (29 lines)> the windscreen on the sim cockpit - 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 cockpit.....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 cockpit 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 cockpit FOV is correct. > > Thanks for the info on the cams, Frank....... > > Regards, > > Tom Pabst > > > > > > > "ymenard" <[email hidden]> wrote in message > news:DC7W8.639$[email hidden]... > > >"Tom Pabst" <[email hidden]> wrote > > > Well, what I would like is the cockpit 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 itshould > > work for NR2002. For the tracks there is an utility called TrkCAMEditfor > > GPL that works for N4. It should also work for NR2002, the filestructure
Quoted text (10 lines)> > 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 cockpit... > > > > Well, you'll loose the "3d cockpit" 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 cockpit view in GPL/N4/NR2002 actually lives init's
Quoted text (22 lines)> > own world. It's like back-projected (in cinematic terms) into the 3d > world > > but itself works as a 3d object. > > > > > > http://www.joachimblum.de/trkcamedit.htm > > http://www.fortunecity.com/underworld/3d/797/ > > http://www.theuspits.com/fbody/nascar/n4/n4cam_v0.2.1_beta.zip > > > > > > > > > > -- > > -- Fran�ois M�nard <ymenard> > > -- http://www.ymenard.8m.com/ > > -- This announcement is brought to you by the Shimago-Dominguez > > Corporation - helping America into the New World... > > > > > > > >
GPLSA, doesn't work with an N2K2 cam file....it can't read the header string (at least the version I have can't). TP "David Powell" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (11 lines)> GPLSA program you can adjust the FOV, and all angles back and forth etc > and still have a 3D cockpt like normal.... > > CarCam is a well old program.. > > > Tom Pabst <[email hidden]> wrote in message > news:C3iW8.438708$352.62163@sccrnsc02... > > Frank.... > > > > 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 topick > > up "TrkCamEdit" just to have it for the track cams (I'm assuming thoseare > > 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" cockpit 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 theedge > 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) orpossibly
Quoted text (14 lines)> > even distracting. I'm not sure of this....since I can't test it without > > being able to change the 3D cockpit FOV. > > > > A side benefit of this alternate driving cam work.....is that I can > confirm > > that the Papy FOV in the 3D cockpit 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
Quoted text (9 lines)> 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 cockpit. > > > > 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 cockpit is nearly identical
to
Quoted text (10 lines)> 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 cockpit 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......Ifirst > > measured the distance from my forehead to the point of six inches back > from > > the windscreen on the sim cockpit - a distance of about 28 inches (thatis > > what I first estimated the position to be where I wanted the FOV onscreen > > 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 inthe > > sim cockpit.....the FOV of the camera view was perfect (or as perfect asI > > desired it to be). I had moved the camera forward 0.72 meters....whichis > > about 28 inches. > > > > I don't know if Papyrus set the 3D cockpit FOV thisscientifically.....but > > however they did it.....it is nearly perfect in my book! I know therehas > > been some discussion about this from time to time here on r.a.s.Through > > the methods described, I'm confident that Papyrus cockpit FOV iscorrect.
Quoted text (34 lines)> > > > Thanks for the info on the cams, Frank....... > > > > Regards, > > > > Tom Pabst > > > > > > > > > > > > > > "ymenard" <[email hidden]> wrote in message > > news:DC7W8.639$[email hidden]... > > > >"Tom Pabst" <[email hidden]> wrote > > > > Well, what I would like is the cockpit 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 cockpit... > > > > > > Well, you'll loose the "3d cockpit" 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 cornersand
Quoted text (26 lines)> > > tilting around. The cockpit 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.joachimblum.de/trkcamedit.htm > > > http://www.fortunecity.com/underworld/3d/797/ > > > http://www.theuspits.com/fbody/nascar/n4/n4cam_v0.2.1_beta.zip > > > > > > > > > > > > > > > -- > > > -- Fran�ois M�nard <ymenard> > > > -- http://www.ymenard.8m.com/ > > > -- This announcement is brought to you by the Shimago-Dominguez > > > Corporation - helping America into the New World... > > > > > > > > > > > > > > >

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