cam_default
{
zoom_far=16.000000
flags=0
src
{
k=0.000000
mass=1.000000
}
dst
{
k=50.000000
mass=1.000000
}
}
tcam
{
count=10
cam0
{
pos
{
x=0.000000
y=300.000000
z=0.000000
}
pos2
{
x=0.000000
y=0.000000
z=0.000000
}
posdolly
{
x=0.000000
y=0.000000
z=0.000000
}
rot
{
x=0.000000
y=0.000000
z=0.000000
}
rot2
{
x=0.000000
y=0.000000
z=0.000000
}
radius=50.000000
group=0.000000
zoom_edge=2.000000
zoom_close=2.000000
zoom_far=2.000000
flags=0
src
{
k=0.000000
mass=1.000000
}
dst
{
k=0.000000
mass=1.000000
}
cube
{
edge=0.000000 0.000000 0.000000
close=0.000000 0.000000 0.000000
far=0.000000 0.000000 0.000000
}
keyframes
{
count=0
}
}
; additional camera positions
; first step: watch video, mark approx. locations of known on-ttrack cams.
; okay, done that. now driving to them in-game.
; there are 6 fixed cams and a chopper
; leaving the above camera alone for now, since it doesn't hurt anything, number them
; numbering goes: 1. start 2. chicane 3. third corner 4. fourth 5. fifth 6. sixth
; 1 is at: 37.5 -27.3 357.8
; 1 zoom is from 12 to 30 to 6
cam1~cam_default
{
; pos is where the camera goes to. (this is all with flag 8)
pos
{
x=37.50000
y=-27.300000
z=357.800000
}
radius=30.000000
zoom_edge=20.00000
zoom_close=25.000000
}
; 2 is at: 174.1 -26.9 221.36
; 2 zoom is from 2 to about 25 to maybe 12, since it cuts so quick.
cam2
{
; pos is where the camera goes to. (this is all with flag 8)
pos
{
x=174.100000
y=-25.900000
z=221.3600000
}
pos2
{
x=158
y=-27.2500000
z=225.740000
}
; posdolly is where the camera starts. not sure what triggers it.
posdolly
{
x=30.3000
y=-28.1200000
z=372.800000
}
rot
{
x=0.000000
y=0.000000
z=0.000000
}
rot2
{
x=0.000000
y=0.000000
z=0.000000
}
radius=130.000000
group=0.000000
zoom_edge=2.000000
zoom_close=25.000000
zoom_far=12.000000
flags=0
src
{
k=0.000000
mass=1.000000
}
dst
{
k=50.000000
mass=1.000000
}
cube
{
edge=67 -28.7 339.8
close=158 -27.25 225.74
far=154 -27 197
}
keyframes
{
count=0
}
}
; 2.1: second part of the chicane, so it doesn't look behind the trees?
; 2.2: at the bend after the chicane
; 2.2 at 221.1 -25.4 35.97
cam3
{
; pos is where the camera goes to. (this is all with flag 8)
pos
{
x=221.100000
y=-25.400000
z=35.9600000
}
radius=165.000000
zoom_edge=2.000000
zoom_close=25.000000
}
; insert 2.5. doy numbering. This corner wasn't filmed in footage but it makes some sense.
; 2.5 is at: 183 -26.2 -438
; 2.5 zoom is from 6 to about 50 to 2
; 2.5 should start by about 215, -27, -131 in order prev. cam doesn't flip.
cam4
{
; pos is where the camera goes to. (this is all with flag 8)
pos
{
x=183.100000
y=-26.200000
z=-438.00000
}
radius=310.000000
zoom_edge=2.000000
zoom_close=25.000000
}
; 3 is at: -167.3 -24 -342
; 3 zoom is from 2 to 40 to 2
cam5
{
; pos is where the camera goes to. (this is all with flag 8)
pos
{
x=-167.300000
y=-24.000
z=-342.000
}
radius=100.000000
zoom_edge=2.000000
zoom_close=40.000000
}
; 3.5, aka the helicopter's 2nd flight
; really this should be a dollied one
; anyway, start it around -148.5, -24, -247
cam6
{
pos
{
x=-214
y=180
z=-102
}
radius=260
zoom_edge=1.5
zoom_close=4
}
; 4 is at: -114.2 -26.5 138.73
; 4 zoom is from 2 to about 40, and doesn't turn enough to swap again.
cam7
{
; pos is where the camera goes to. (this is all with flag 8)
pos
{
x=-114.2000
y=-26.500000
z=138.730000
}
radius=115.000000
zoom_edge=2.000000
zoom_close=40.000000
}
; 5 is at: -214.76 -27.8 329.84 - may nudge up y
; 5 zoom is from 2 to about 22 to 2 again.
cam8
{
; pos is where the camera goes to. (this is all with flag 8)
pos
{
x=-214.800000
y=-24.800000
z=329.84000
}
radius=170.000000
zoom_edge=12.000000
zoom_close=30.000000
}
; 6 is at: -31.15 -26.5p 433.9 - may nudge a bit up in y again
; 6 should be moved to avoid viewing a sign close up, but anywhere on the track it happens
; 6 zoom is from 6 to 50 to 6
cam9
{
; pos is where the camera goes to. (this is all with flag 8)
pos
{
x=-31.700000
y=-26.600000
z=434.500000
}
radius=50.000000
zoom_edge=24.90000
zoom_close=50.000000
}
}