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Waterworks Machine Shakes Camera

Posted: Sun Jun 11, 2006 1:33 am
by dazzajay
hi, i need to film on waterworks, but its being really annoying as the big Machine in the center causes the camera to shake all the time, how would i stop that?

Posted: Sun Jun 11, 2006 1:49 am
by xzodia
check snaku's mod thread at tlm

Posted: Sun Jun 11, 2006 1:57 am
by dazzajay
okie dookie

:::edit:::

i checked it out, it had no effect.

Posted: Sun Jun 11, 2006 7:29 am
by Snaku
The mach has an effe (might be in the jmad--can't remember for sure). Go to the effe\main_crusher and null it's jpt. That should do it. If not, I suppose you could go into the jmad and null the whole effe, but that would remove the dust and rocks as well.

Posted: Sun Jun 11, 2006 9:53 am
by dazzajay
in ch2r i dropped the AOE to 0 wich had no effect, dropped the force to 0 wich also had no effect,

so in insolence in the mach i nulled the JPT wich had no effect either...

so in the end i just nulled out the whole crusher, and it will doo for filming, as it wont be seen ooften...

kind of an ass tho.

[AOE = Area Of Effect]

Posted: Sun Jun 11, 2006 10:05 am
by Snaku
When I looked through the jpt, I noticed that it had a zero for shakiness (can't remember what the value is actually called specifically). Not sure why it works, but I've spawned the effe seperately as a continuous thing and it covers a huge area and has pretty intense controller vibrations toward the center of the area. It would seem it uses something other than the value I mentioned to make the shaky effect.

Did you null the mach's jpt or the effe's? Did you try just nulling out the effe instead of the mach?

Posted: Mon Jun 12, 2006 1:08 am
by dazzajay
i nulled the effe's JPT.

Posted: Mon Jun 12, 2006 5:00 am
by Snaku
Nulling the jpt didn't work? Well that blows away my whole theory. That's strange because I added a jpt to the explosion_rocket\liquid effe and it made the screen shake.