Suggestion: Can I add end cameras to all standard tracks for STK v1.5?
#7
(08-09-2025, 05:51 PM)dylanf319 Wrote: I actually imported each track.spm to move the camera and write the coordinates to scene.xml manually instead of putting all the cameras in the track.blend and exporting them, but if you want I can do it now and send you all the tracks.blend with all the cameras placed.
Okay we will need to update the .blend files of the main repo, so having the cameras in a .blend file is necessary.
(08-09-2025, 06:29 PM)dylanf319 Wrote: Lighthouse = I would have to lower the distance number of the last camera or increase the distance number of the first camera, I would have to move the camera closer to the kart and add another camera

Candela = from chamber 12 or 13?

Cocoa Temple = The spaces are very small, but I will change the places

Fortmagma = I would have to add two more cameras inside the tunnel

Grand Paradiso = then I have to change the location of camera 2

Shifting Sands = It's for a reference of the first final camera of the old Shifting Sands (0.7) but I'll change the location a little bit

Zengarden = The biggest problem was that the cave space was too small and the distance number would have to be lowered so that the other camera from a later turn does not occupy the turn of the next corresponding camera, so I will change the locations of the cameras (in the cave) where there are not too many cuts, for example the corners (inside) of the walls instead of the sides.

Do you agree with my ideas to correct it?
Yes I think your ideas are good.
For Lighthouse I think the visibility of the floating road can't be fixed, it's just a track issue (one that has bothereed me since a while).

For Candela here are the 2 spots I'm thinking of:
   
   
The first one is more problematic imo, the second spot isn't great but not as bad.
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RE: Suggestion: Can I add end cameras to all standard tracks for STK v1.5? - by Sven - 08-09-2025, 08:24 PM

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