mirror of
https://github.com/DramaticShape/DramaticShapeVoxelMod.git
synced 2026-08-12 09:10:49 +02:00
bump version
This commit is contained in:
@@ -54,6 +54,32 @@ the NPCs', the figures drawn into the furniture — turns to face the camera
|
||||
and shows the frame it would look like from where the camera actually
|
||||
stands, so walking behind someone shows you their back.
|
||||
|
||||
## The battle camera
|
||||
|
||||
A fight staged on the map (**3D-BTL**, on by default) is shot with a solved
|
||||
over-the-shoulder rig — and you can steer it.
|
||||
|
||||
| control | does |
|
||||
| --- | --- |
|
||||
| right stick, a touch drag, or the mouse | swing the shot around the arena (→) and raise the seat (↑) |
|
||||
| wheel, `Q` / `E`, pinch, or a stick click | the lens (`Q` / left stick click out, `E` / right stick click in) |
|
||||
|
||||
Both axes stop where the composition does. Left stops at the shot the rig was
|
||||
solved for — there is nothing to the left of it. Right ends **side-on**: the
|
||||
eye square to the arena's axis, both Pokémon at the same distance instead of
|
||||
one behind the other. Down stops at the rig's own low stance; up is 45° above
|
||||
it. The lens opens as you swing or climb, by exactly the amount the two
|
||||
Pokémon spread apart, so they stay framed at every angle. Move animations
|
||||
follow the pair's position *and* its separation, so a beam still lands on the
|
||||
Pokémon it was aimed at.
|
||||
|
||||
Where you leave the camera is where the next battle opens.
|
||||
|
||||
**BACK SPRITES locks it.** That setting pins your own Pokémon to the GB's slot
|
||||
on the menu while the foe stands out on the map, and no angle holds a
|
||||
composition that is half frame and half world — so with it on, the shot holds
|
||||
the one the rig was solved for.
|
||||
|
||||
## VR
|
||||
|
||||
The **VR** options row (OFF / ON, off by default) drives a PCVR headset
|
||||
|
||||
Reference in New Issue
Block a user