Post by *Jenny* on Oct 14, 2006 17:36:41 GMT -5
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JA Camera Tricks and Useful Commands for Screenshots and Demos
by
jenny03060
Note: This does not tell how to turn a demo into a video file, and does not list every command there is in
Jedi Academy that could help with demo/video taking or screenshot taking.
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Taking screenshots and making Demos
screenshot (takes a screenshot. Recommended that you bind this unless you're screenshotting the console.
Screenshots will be taken to the screenshots folder in your base folder. This may not be if you
are taking screenshots in a modded server. Modded servers have their own folder in the GameData
folder, and screenshots will be taken to that folder instead. Example 1: GameData/Base/Screenshots
Example 2: GameData/JA+/Screenshots)
If you absolutely MUST type screenshot into the console rather than bind it, but don't want a screenshot of
the console, try this.
------------------------------------
cg_drawfps 1
Number should appear in the top right of your screen that constantly changes. Guess the average number you get
from that, then times that amount by two. For this example, we'll use 180. (person gets 90 for an average FPS
number, then multiplied it by 2). Make sure before continuing to turn off the number in the top right by doing
cg_drawfps 0. Type the following in console:
wait 180; screenshot
This will cause you to pause for 2 seconds before taking the screenshot, giving you enough time to close
console before the screenshot is taken. The command 'wait' makes you pause for a the specified amount of
frames.
------------------------------------
g_synchronousClients (0 by default. Must be set to 1 to take a demo. Clientside command)
record demoname (demoname = whatever you want to name your demo. If you just do "record" and don't enter a
name for the demo, the game will automatically make a name for it. Demos are recorded to the
demo folder located in the base folder. This may not be if you are taking demos in a
modded server. Modded servers have their own folder in the GameData folder, and Demos will be
taken to that folder instead. Example 1: GameData/Base/Demos Example 2: GameData/JA+/Demos)
stoprecord (stops recording the current demo)
You can play demo from the main menu by picking play, then play demo and selecting the demo of your choice.
To play a demo you can also use:
demo demoname
example: demo demo0001
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Remove Text and Hud, Helpful/Useful commands
cg_draw2d 0 (removes hud and other 2d images, default 1)
cl_noprint 1 (console doesn't receive text, gets rid of annoying kill messages in the top left, default 0)
Tip: When using cg_draw2d 0 and cl_noprint 1, it may be easier to film/screenshot by looking through the
scope of a sniper rifle rather than fool with camera commands. I heavily recommend this for screenshots.
If you want some 2d images on, then you can turn select ones off with certain commands.
cg_drawstatus (1 = on, 0 = off. This turns on and off your shield/health indicator and ammo/force indicator.)
cg_drawEnemyInfo (1 = on, 0 = off. This turns on and off the leader picture and kill count in the top right)
cg_drawGun (1 = on, 0 = off. default 1. Turns off whether or not you see your gun in first person.)
cg_chatbox (default 10000. The value is the time in mileseconds for how long text stays on screen.
10000 = 10 seconds. 4000 = 4 seconds. 0 turns chatbox off.)
cg_chatboxHeight (default 350. This indicates where the chatbox is located. Increasing the number brings it
down, decreasing the number brings the chatbox up.)
cg_hudfiles (While the default is "ui/jahud.txt", setting it to 0 also sets it back to default. Set this to 1
and you will get a non-graphical HUD. Has text only to indicate ammo/saber style, force, health and
shield. Useful if you need this information but dislike the bulky graphical HUD.
cg_drawBreath (1=on, 0=off. Self explanatory really. Breath only should appear on cold maps.)
Next two change the crosshair and it's size... this could be useful for interesting camera shots.
EX: I changed the crosshair to a circle only one, then increased the size. This
made my screen appear to have a white haze on the edges (I increased the crosshair size a ton).
cg_drawcrosshair (This one ranges from -3 to 8. Gives you different choices for a crosshair, 0 being no crosshair)
cg_crosshairSize (0 to any positive number. Changes the size of your crosshair.)
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Alter Time
(Server side commands, must have rcon or be the server yourself. I included this because I figured it could be helpful
to get difficult to capture screenshots or video sequences.)
timescale (default 1. It's the scale at which time passes. 1 is normal, .5 is half speed, and 2 is double speed
Note: This command can be dangerous, because it increases or decreases packets sent out. Increase it
by too much, and you will lag out everyone in the server. Requires cheats to be enabled.)
g_speed (default 250. Changes how fast you move.)
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Camera Controls
Note: Some of these commands will not work unless cheats are enabled.
cg_cameraOrbit (0 by default. The camera orbits your 'current view position'/character counter-clockwise
when set above 0. Higher the number, the faster it orbits.
When set to below zero it orbits clockwise. In this case, the lower the number the faster it orbits.
Example: -1 will make the camera orbit, but -10 will do this ten times faster.)
cg_cameraOrbitDelay (50 by default, I recommend 0 if you want the camera to orbit smoothly. Seems to slow down
the rate at which the camera orbits.)
cg_thirdpersonAlpha (1.0 at default. Controls transparency of your character in game. 0 is completely invisable,
1.0 is fully visable. Any number between 0 and 1 is semi-transparent, meaning partially visable.
This is useful if you're trying to make someone look like a 'force ghost')
cg_thirdpersonHorzOffset (0 at default. Controls left/right movement of the camera from your view position/character postion
Positive numbers move the camera to the left of the view positon,
while negative moves it to the right. I recommend you don't change this too high or too low in close
spaces because the Camera starts to freak out.)
cg_thirdpersonVertOffset (16 by default. 16 is the normal vertical level your camera is at. Decreasing this number lowers the
height of the camera, and raising the number to above 16 raises the height the camera is at. Useful
if you want the camera to follow your character at a different height, like at the feet, or so you
can view your entire character as they move.)
cg_thirdpersonPitchOffset (0 by default. This command is like the previous command, with one difference. The camera stays fixed
at the character/view position. When the value is changed to be greater than zero, the camera moves
upward and stays aimed at the character or current view position. When changed to be less than zero,
the camera moves downward while remaining aimed at the character or current view position.)
cg_thirdpersonAngle (0 by default. Above 0 moves the camera to the right while remaining aimed at the character. Think of
the orbit command, except you control what angle the camera is at and it doesn't move around the character
or view position. Less than 0 moves the camera to the left while remaining aimed at the character.)
cg_thirdpersonRange (80 by default. Above default moves you further away, less than default moves you closer. Negative numbers
causes the camera to go in front of your character. Imagine a straight line in the way you are facing. This
command causes the camera to move along that perpindicular line.)
cg_thirdpersonTargetDamp (.5 at default. This command is hard to explain. It seems to control how far out to the side
that the camera trails. Example: When set above 0 but less than .5, the camera appears to
follow the character, but trail slightly, as if it was trying to catch up to you.)
cg_thirdpersonPersonCameraDamp (.3 by default. At 0, camera stays in the position you left it at, but stays targeted
at you. Gives a movie like camera effect. Follows the player at a fixed position. However,
if you go behind a wall it the camera automatically moves to a new spot so you will be in
sight. Try different settings... you can even set this as low as .01 without reaching 0,
for another movie like effect.)
cg_thirdpersonSpecialCam (1 = on, 0 = off. Default = 0. This camera adds a cool camera angle effect when you do any special move.
EX: Blue stance lunge, yellow death from above, red death from above, butterfly, kata, kick, etc.)
cg_fov (fov means field of vision. Default 80. Increasing this will let you see more of what goes on around you, appears to zoom
out backward. Max = 100.)
**************************************************************************************************************
JA Camera Tricks and Useful Commands for Screenshots and Demos
by
jenny03060
Note: This does not tell how to turn a demo into a video file, and does not list every command there is in
Jedi Academy that could help with demo/video taking or screenshot taking.
**************************************************************************************************************
Taking screenshots and making Demos
screenshot (takes a screenshot. Recommended that you bind this unless you're screenshotting the console.
Screenshots will be taken to the screenshots folder in your base folder. This may not be if you
are taking screenshots in a modded server. Modded servers have their own folder in the GameData
folder, and screenshots will be taken to that folder instead. Example 1: GameData/Base/Screenshots
Example 2: GameData/JA+/Screenshots)
If you absolutely MUST type screenshot into the console rather than bind it, but don't want a screenshot of
the console, try this.
------------------------------------
cg_drawfps 1
Number should appear in the top right of your screen that constantly changes. Guess the average number you get
from that, then times that amount by two. For this example, we'll use 180. (person gets 90 for an average FPS
number, then multiplied it by 2). Make sure before continuing to turn off the number in the top right by doing
cg_drawfps 0. Type the following in console:
wait 180; screenshot
This will cause you to pause for 2 seconds before taking the screenshot, giving you enough time to close
console before the screenshot is taken. The command 'wait' makes you pause for a the specified amount of
frames.
------------------------------------
g_synchronousClients (0 by default. Must be set to 1 to take a demo. Clientside command)
record demoname (demoname = whatever you want to name your demo. If you just do "record" and don't enter a
name for the demo, the game will automatically make a name for it. Demos are recorded to the
demo folder located in the base folder. This may not be if you are taking demos in a
modded server. Modded servers have their own folder in the GameData folder, and Demos will be
taken to that folder instead. Example 1: GameData/Base/Demos Example 2: GameData/JA+/Demos)
stoprecord (stops recording the current demo)
You can play demo from the main menu by picking play, then play demo and selecting the demo of your choice.
To play a demo you can also use:
demo demoname
example: demo demo0001
**************************************************************************************************************
Remove Text and Hud, Helpful/Useful commands
cg_draw2d 0 (removes hud and other 2d images, default 1)
cl_noprint 1 (console doesn't receive text, gets rid of annoying kill messages in the top left, default 0)
Tip: When using cg_draw2d 0 and cl_noprint 1, it may be easier to film/screenshot by looking through the
scope of a sniper rifle rather than fool with camera commands. I heavily recommend this for screenshots.
If you want some 2d images on, then you can turn select ones off with certain commands.
cg_drawstatus (1 = on, 0 = off. This turns on and off your shield/health indicator and ammo/force indicator.)
cg_drawEnemyInfo (1 = on, 0 = off. This turns on and off the leader picture and kill count in the top right)
cg_drawGun (1 = on, 0 = off. default 1. Turns off whether or not you see your gun in first person.)
cg_chatbox (default 10000. The value is the time in mileseconds for how long text stays on screen.
10000 = 10 seconds. 4000 = 4 seconds. 0 turns chatbox off.)
cg_chatboxHeight (default 350. This indicates where the chatbox is located. Increasing the number brings it
down, decreasing the number brings the chatbox up.)
cg_hudfiles (While the default is "ui/jahud.txt", setting it to 0 also sets it back to default. Set this to 1
and you will get a non-graphical HUD. Has text only to indicate ammo/saber style, force, health and
shield. Useful if you need this information but dislike the bulky graphical HUD.
cg_drawBreath (1=on, 0=off. Self explanatory really. Breath only should appear on cold maps.)
Next two change the crosshair and it's size... this could be useful for interesting camera shots.
EX: I changed the crosshair to a circle only one, then increased the size. This
made my screen appear to have a white haze on the edges (I increased the crosshair size a ton).
cg_drawcrosshair (This one ranges from -3 to 8. Gives you different choices for a crosshair, 0 being no crosshair)
cg_crosshairSize (0 to any positive number. Changes the size of your crosshair.)
**************************************************************************************************************
Alter Time
(Server side commands, must have rcon or be the server yourself. I included this because I figured it could be helpful
to get difficult to capture screenshots or video sequences.)
timescale (default 1. It's the scale at which time passes. 1 is normal, .5 is half speed, and 2 is double speed
Note: This command can be dangerous, because it increases or decreases packets sent out. Increase it
by too much, and you will lag out everyone in the server. Requires cheats to be enabled.)
g_speed (default 250. Changes how fast you move.)
**************************************************************************************************************
Camera Controls
Note: Some of these commands will not work unless cheats are enabled.
cg_cameraOrbit (0 by default. The camera orbits your 'current view position'/character counter-clockwise
when set above 0. Higher the number, the faster it orbits.
When set to below zero it orbits clockwise. In this case, the lower the number the faster it orbits.
Example: -1 will make the camera orbit, but -10 will do this ten times faster.)
cg_cameraOrbitDelay (50 by default, I recommend 0 if you want the camera to orbit smoothly. Seems to slow down
the rate at which the camera orbits.)
cg_thirdpersonAlpha (1.0 at default. Controls transparency of your character in game. 0 is completely invisable,
1.0 is fully visable. Any number between 0 and 1 is semi-transparent, meaning partially visable.
This is useful if you're trying to make someone look like a 'force ghost')
cg_thirdpersonHorzOffset (0 at default. Controls left/right movement of the camera from your view position/character postion
Positive numbers move the camera to the left of the view positon,
while negative moves it to the right. I recommend you don't change this too high or too low in close
spaces because the Camera starts to freak out.)
cg_thirdpersonVertOffset (16 by default. 16 is the normal vertical level your camera is at. Decreasing this number lowers the
height of the camera, and raising the number to above 16 raises the height the camera is at. Useful
if you want the camera to follow your character at a different height, like at the feet, or so you
can view your entire character as they move.)
cg_thirdpersonPitchOffset (0 by default. This command is like the previous command, with one difference. The camera stays fixed
at the character/view position. When the value is changed to be greater than zero, the camera moves
upward and stays aimed at the character or current view position. When changed to be less than zero,
the camera moves downward while remaining aimed at the character or current view position.)
cg_thirdpersonAngle (0 by default. Above 0 moves the camera to the right while remaining aimed at the character. Think of
the orbit command, except you control what angle the camera is at and it doesn't move around the character
or view position. Less than 0 moves the camera to the left while remaining aimed at the character.)
cg_thirdpersonRange (80 by default. Above default moves you further away, less than default moves you closer. Negative numbers
causes the camera to go in front of your character. Imagine a straight line in the way you are facing. This
command causes the camera to move along that perpindicular line.)
cg_thirdpersonTargetDamp (.5 at default. This command is hard to explain. It seems to control how far out to the side
that the camera trails. Example: When set above 0 but less than .5, the camera appears to
follow the character, but trail slightly, as if it was trying to catch up to you.)
cg_thirdpersonPersonCameraDamp (.3 by default. At 0, camera stays in the position you left it at, but stays targeted
at you. Gives a movie like camera effect. Follows the player at a fixed position. However,
if you go behind a wall it the camera automatically moves to a new spot so you will be in
sight. Try different settings... you can even set this as low as .01 without reaching 0,
for another movie like effect.)
cg_thirdpersonSpecialCam (1 = on, 0 = off. Default = 0. This camera adds a cool camera angle effect when you do any special move.
EX: Blue stance lunge, yellow death from above, red death from above, butterfly, kata, kick, etc.)
cg_fov (fov means field of vision. Default 80. Increasing this will let you see more of what goes on around you, appears to zoom
out backward. Max = 100.)
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