.......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]...
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 (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 asQuoted 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
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
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
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 (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 edgeQuoted 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 everQuoted 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 moveQuoted 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]...
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
within
to
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.
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


































