Table of Contents
This modification gives the possibility of adding cameras, e.g. a discharge pipe camera or a rear view camera. You can easily switch between added cameras which are displayed as HUD.
As standard, some of the originally available vehicles and implements were equipped with camera configurations.
Change camera system mode (off/on) - "z" key (default)
Next/previous camera - "left shift + k/m" keys (default)
If you want to install latest official version, you can download it like other mods.
git clone https://github.com/VertexFloat/cameraSystem
- Open the cloned folder.
- Run
modInstaller.exe
.
If everything went as expected, you can delete the cloned folder. Run the game and have a nice time!
- Click the
Code
button and download the ZIP file. - Extract the downloaded file.
- Run
modInstaller.exe
.
If everything went as expected, you can delete the extracted folder and the ZIP file. Run the game and have a nice time!
You can just copy code below and fill it with appropriate data type. (Here you will find a list of vehicles integrated by default)
<cameraSystem>
<cameraConfigurations>
<cameraConfiguration name="string" price="integer">
<camera node="node" name="string" fov="float" nearClip="float" farClip="float" activeFunc="string" rotation="x y z" translation="x y z"/>
</cameraConfiguration>
</cameraConfigurations>
</cameraSystem>
Tag | Attribute | Description | Default | isRequired |
---|---|---|---|---|
cameraConfiguration | name | translation key for configuration name or configuration name | - | - |
cameraConfiguration | price | price of configuration | - | - |
camera | node | node where camera will be linked, node index or i3dMapping | - | true |
camera | name | translation key for camera name or camera name | Untitled | false |
camera | fov | camera field of view | 60 | false |
camera | nearClip | camera near clip | 0.01 | false |
camera | farClip | camera far clip | 10000 | false |
camera | activeFunc | function which return boolean whether camera is active or not | - | false |
camera | rotation | camera rotation | - | false |
camera | translation | camera translation | - | false |
By default, the available camera names are:
Key | Text |
---|---|
$l10n_ui_cameraSystem_nameRear | Rear |
$l10n_ui_cameraSystem_namePipe | Pipe |
$l10n_ui_cameraSystem_nameWork | Work area |
The available activation functions are:
Name | Description | Required Specialization |
---|---|---|
getCameraSystemIsReverse | if the vehicle is going backwards, it returns true | Drivable |
getCameraSystemIsLowered | if the vehicle is lowered, it returns true | Attachable |
getCameraSystemIsUnfolded | if the vehicle is unfolded, it returns true | Foldable |
getCameraSystemIsPipeUnfolded | if the vehicle pipe is unfolded, it returns true | Pipe |
You can also add an objectChange to configuration
<objectChange node="node" visibilityActive="boolean" visibilityInactive="boolean"/>
Tag | Attribute | Description | Default | isRequired |
---|---|---|---|---|
objectChange | node | object node which visibility will be affect, node index or i3dMapping | - | true |
objectChange | visibilityActive | whether or not object is visible in this configuration | - | - |
objectChange | visibilityInactive | whether or not object is visible all time | - | - |
You can add configurations to mods/internalMods/dlcs/inGame to default integration file CameraSystemDefaultVehicleData.xml as shown below
<cameraSystemDefaultVehicleData>
<vehicles>
<vehicle xmlFilename="string" price="integer">
<cameras>
<camera nodeName="string" visibilityNodeName="string" name="string" fov="float" nearClip="float" farClip="float" activeFunc="string" rotation="x y z" translation="x y z"/>
</cameras>
</vehicle>
</vehicles>
</cameraSystemDefaultVehicleData>
Rest of camera attributes are the same as shown above
Tag | Attribute | Description | Default | isRequired |
---|---|---|---|---|
vehicle | xmlFilename | path to vehicle xml file | - | true |
vehicle | price | price of configuration | 500 | - |
camera | nodeName | name of i3dMapping where camera will be linked | - | true |
camera | visibilityNodeName | name of i3dMapping node that visibility is needed | - | - |
Prefixes for specific paths:
Path | Prefix | Example | isRequired |
---|---|---|---|
mods | mod | mod/FS22_caseIHMagnum7240Pro/magnum7240Pro.xml | true |
dlcs | dlc | dlc/claasSaddleTracPack/vehicles/claas/xerion4000.xml | true |
internalMods | internal | internal/arena/caseIH/axialFlow250/axialFlow250.xml | true |
inGame | data | data/vehicles/claas/arion600/arion600.xml | true |
Distributed under the GPL-3.0 license. See LICENSE for more information.