First off, I owe this to Minimaul and Bojan, could never had done this without their tools. Also, for Volition and THQ for making this one stupid-awesome game.
I remember during my playtime in SR3, during a heated firefight with a rival syndicate, I kinda got pushed back into some alley, trying my best to take cover and heal up by hugging the wall on my right, I kinda got the camera pushed closer to my character/weapon. Panning my view angle it from an over the shoulder view, to near-first-person view.
Being really inspired by games like Sleeping Dogs and Mafia II, I kinda like how the view's closeness to the ground and your character contributes for that feeling of "immersive scale"...then read IdolNinja's thread about "quantumsingularity's vehicle first-person-view mod", it kinda motivated me into making this. Started this two days ago, doing nothing but endless test runs, trial-and-error, scrap modding, and tweaks to the coordinates and angles/orbits of these "submodes".
Short and sweet; A third-person camera view modification. Bringing the Saints experience, as stated on the title; "up close, and personal".
Default view is over the shoulder, while fine-aim gives you pretend-first-person view!
(note: i tried properly positioning the camera "in front of the avatar's head" for a proper first-person view, but my trouble is that it only looks swell when you're facing north...standing still or walking. Facing any other directions pans the view in an awkward way which shows messy view of a head mesh, the trouble exacerbates when I started running/sprinting...so yeah, my current fine-aim view seems to be the way to go.)
On the screenshots:
1.The Default view, close, heavily panned to the right.;2.Sprint view, increased FOV, centered, z orbit pushed back.;3)Default view with weapon.;4 to 6)Fine-Aim view.;7) Crouch view, same with default, with minor change on Y base position.;8 and 9) Crouched Fine-Aim view.
The only tweaks left that I'd be doing is the interior views (it's only then when I found the submodes that I actually noticed that there are two different view sets between indoors and outdoors.) -Done!-
Update:
File - "2-CZsr3ucm11.zip"
-Now have the interior/indoor submodes tweaked.
and; (thanks to Ern's feedback)
-Reduced the base FOV and adjusted the cam positions accordingly. Hopefully, to prevent or at least, lessen the vertigo.
-Leveled the height of the camera to have a proper, equal, and clear horizon view.
(Probably)Final Update:
File - "3-CZsr3ucm12.zip"
-The "tweak_table" file modifies the "camera_shake_maximum_intensity" variable to 0. In hope to further lessen the headache-inducing vertigo.
-The "aim_assist" file have been modified to "disable it", since the tugging feeling on the aim has exacerbated when the view angle/position has been changed.
*No need to download all, just the latest (""3-CZsr3ucm12.zip") one. Kept the previous ones for reference/others to prod at.
----------------------------
Anyways, this is probably my final touch up on this mod. I'm pretty much open if anyone wants to use my tweaks for further modifications or as a basis(or extension) of their own work. Just don't forget to give credit.
I remember during my playtime in SR3, during a heated firefight with a rival syndicate, I kinda got pushed back into some alley, trying my best to take cover and heal up by hugging the wall on my right, I kinda got the camera pushed closer to my character/weapon. Panning my view angle it from an over the shoulder view, to near-first-person view.
Being really inspired by games like Sleeping Dogs and Mafia II, I kinda like how the view's closeness to the ground and your character contributes for that feeling of "immersive scale"...then read IdolNinja's thread about "quantumsingularity's vehicle first-person-view mod", it kinda motivated me into making this. Started this two days ago, doing nothing but endless test runs, trial-and-error, scrap modding, and tweaks to the coordinates and angles/orbits of these "submodes".
Short and sweet; A third-person camera view modification. Bringing the Saints experience, as stated on the title; "up close, and personal".
Default view is over the shoulder, while fine-aim gives you pretend-first-person view!
(note: i tried properly positioning the camera "in front of the avatar's head" for a proper first-person view, but my trouble is that it only looks swell when you're facing north...standing still or walking. Facing any other directions pans the view in an awkward way which shows messy view of a head mesh, the trouble exacerbates when I started running/sprinting...so yeah, my current fine-aim view seems to be the way to go.)
On the screenshots:
1.The Default view, close, heavily panned to the right.;2.Sprint view, increased FOV, centered, z orbit pushed back.;3)Default view with weapon.;4 to 6)Fine-Aim view.;7) Crouch view, same with default, with minor change on Y base position.;8 and 9) Crouched Fine-Aim view.
Update:
File - "2-CZsr3ucm11.zip"
-Now have the interior/indoor submodes tweaked.
and; (thanks to Ern's feedback)
-Reduced the base FOV and adjusted the cam positions accordingly. Hopefully, to prevent or at least, lessen the vertigo.
-Leveled the height of the camera to have a proper, equal, and clear horizon view.
(Probably)Final Update:
File - "3-CZsr3ucm12.zip"
-The "tweak_table" file modifies the "camera_shake_maximum_intensity" variable to 0. In hope to further lessen the headache-inducing vertigo.
-The "aim_assist" file have been modified to "disable it", since the tugging feeling on the aim has exacerbated when the view angle/position has been changed.
*No need to download all, just the latest (""3-CZsr3ucm12.zip") one. Kept the previous ones for reference/others to prod at.
----------------------------
Anyways, this is probably my final touch up on this mod. I'm pretty much open if anyone wants to use my tweaks for further modifications or as a basis(or extension) of their own work. Just don't forget to give credit.
