- I've included a zip to give you a starting point
The 49'ers pic is the standard view that gameplay will be played from.
** the Raiders pick is angle that pops up occasionally, buy not to intrusive.
Basically within the Legacy>Gameplay.DIR, we're using the "Coach_50yrd_1" cams as each provide a base zoom in/out view from a Sideline/Press Box angle.
- Coord/Wide start zoomed out but will zoom back in at the hike
**will need to fiddle more with the RecieveCatch Event to get closer on catches
- Normal/Zoom start zoomed in, but will zoom out at the hike
- Broadcast was/is used as my tester for "Full Field Cam" (WIP)
- can use, but must...
1) Pull R Trigger to correct view
- can zoom in to desired closeness
**have to adjust the camtimer so the zoom in is faster, as AI may hike before finished
Some Notes:
- you can experiment using any of the various gameplay cameras to achieve some interesting views during specific gameplay events.
Ex: gp_norm_FGPAT_KickInAir_IceKicker camera which rotates and follows a kicked/passed ball
**some cameras can be a little wonky when placed in certain Gameplay Events
Once you've established your chosen cameras (each cam produces something different) for the Gameplay Events, you then click/load these files/folders (not in Legacy) to further edit your camera.
1) ARRI BMURRY Proper & BroadcastCameraBody
a) SensorWidth = Focus Depth (will have to play with this)
b) SensorHeight = Zoom In (lower) or Zoom Out (higher)
2) Canon5D_50mm_Body
a) SensorWidth = **must play with this to what it actually does
b) SensorHeight = Lighting/Sun during gameplay (**huge impact)
- minimum light (lower) or greater Sun/light impact (higher)
3) Broadcast (in Levels>MaddenGame>Objects>0>BlueprintTransform)
a) Scale
- X,Y,Z (***must be the same values)
- produces a high Pressbox View, but can trigger bleeding with fans/stands
- 1.5 is the highest (with adjustments to the above)
b) Rotation
- Y - turns the field on horizontal plane (think record player)
(can cause your Preplay View to switch sides, depending on cam using)
- P and R manipulates camera in ways I'm not interested in (you can play with though)
c) Translation
- X - shifts cam Focal Point From You (- variables) or Towards You (+ variables)
**above may be different if you're editing from base cam angles
- Y - basic cam height/elevation
** extreme (-/+) variables will have you under the field or in the clouds. lol
- Z - shifts cam Focal Point opposite of X
Ex: if X = N/S, then Z = E/W etc...
****As you edit each aspect (Gameplay.DIR or Physical Camera variables) and find something you like, make sure you save a backup, as your next edit may throw everything off
Looking forward to seeing what folks come up with!!!
**I actually created a very close 1st Person/Helmet view, but never saved it and my next edit jacked everything up.
Lastly, Animations/Gameplay does play differently from this view, so some adjustments may be needed.
The College Mod from this view is sick!!! (NFL games too, lol)
**may need some tweaks to your liking
Any questions, just post.
Have fun!!!
EDIT:
**YOU MUST go to Accessibility and turn on "Enlarge On Field Graphics", otherwise you will not be able to see the kick meter from this view
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