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Loopcams?
Posted: 29 Jun 2011, 00:06
by Jet777
[dunno if someone has already asked this, sorry

]
Does anyone know what the in-game cameras are like during loops in Canyon? I know in TMU environments you can barely see where you're going in a natural 1 or 2 cam, which is always a pain in the @ss...
kkty

Re: Loopcams?
Posted: 29 Jun 2011, 06:42
by wiidesire-2
Jet777 wrote:[dunno if someone has already asked this, sorry

]
Does anyone know what the in-game cameras are like during loops in Canyon? I know in TMU environments you can barely see where you're going in a natural 1 or 2 cam, which is always a pain in the @ss...
kkty

well in the gameplay videos I saw camera 1,2 and 3. But you can also add your favourite cam in the loop in the mediatracker ( if it''s your track)
I'm not pretty sure but in the demo there was also camera 2 when he made a loop. It was actually the same crap as in TMUF in camera 2, where you can*t see the loop really good. That's why I always have cam 1 and 3 keys on my controller
Re: Loopcams?
Posted: 29 Jun 2011, 11:12
by haenry
I am sure it will be like TMUF, where it is hard to see the loops with cam 1 or cam 2. Therefore players are using the mediatracker and set a cam3 for every loop. It's a good solution in my eyes because it works

Re: Loopcams?
Posted: 29 Jun 2011, 11:50
by El_Cid
I also remember an interview (but dont know which video) where say somethin of difference cams in loops/walls explaining (to the journalist) what is possible to do with the mediatracker.
Re: Loopcams?
Posted: 29 Jun 2011, 14:43
by The_K
It is the same as before, You use mediatracker, the only difference is that the tracks in the campaign all have MT so the have it!
Re: Loopcams?
Posted: 29 Jun 2011, 17:50
by Andi1996
I think in TM Wii and TM DS 1/2 this problem is really good solved: You drive mainly in Cam1 (or Cam2/3, when you want), and when you ride on a loop, it "changes" to some sort of Cam2, where you can see excctly where you drive, so you don't hit the walls like in TMUF.
This would maybe also be a possibility for TM2...

Re: Loopcams?
Posted: 29 Jun 2011, 21:12
by Jet777
Yeah, of course I know about cam switches in mediatracker, but I figured the cams for TM2 may work a little better..?
Either way it probably won't be that hard to fix. thanks for the info though

Re: Loopcams?
Posted: 30 Jun 2011, 16:35
by The_K
it has the same exact camera functions, or atleast at e3 it did. But nothing says u can't make your own angle with the custom cams
Re: Loopcams?
Posted: 08 Jul 2011, 02:48
by BLiNNeMaNS
really hope Cam2 will return to the MT section (prefabricated) as it was left out in tmuf for some reason.
Try driving downhill on stadium concrete and your carmodel blocks your view in cam outside (cam1)
Re: Loopcams?
Posted: 10 Jul 2011, 04:10
by Trackmaniack
What I would really like is some sort of camera "node" that is anchored to x point that would serve as a virtual cockpit--and each car has to have one, designed or default. That way, if in MT you set a point to have an actual "internal" view, not just a bumper-cam, it doesn't wig out if you have a custom 3D model. It can just auto-anchor to the node.