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 Post subject: update
PostPosted: 16 Apr 2007, 21:43 
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Joined: 12 Nov 2006, 05:09
Posts: 6
I found the gamedata.ini file, it is inside the misc.big file located in the Command & Conquerer 3/core/1.0 directory

But changes to the max camera height seem to do nothing, If anyone has any success let me know, otherwise for a more zoomed out view we may have to wait for the SDK+worldedit.


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 Post subject: Love this game
PostPosted: 17 Apr 2007, 18:26 
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Joined: 17 Apr 2007, 18:17
Posts: 2
I am my game at 2560x1024 and i have no problem...would like to zoom out a little bit more.......


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PostPosted: 17 Apr 2007, 23:33 
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Joined: 18 Mar 2006, 01:22
Posts: 58
camera height doesn't work for me either but thanks for finding the ini cooza

also if anybody is interested in playing the scrin campaign wihtout going through the other 2 first....


scrin campaign unlocked


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PostPosted: 18 Apr 2007, 23:33 
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Joined: 13 Jan 2006, 01:26
Posts: 126
I know that C&C3 was built off a modified SAGE engine (the engine used in C&C generals and BFME:2) I know you could edit an .ini file in generals to zoom out the camera and have a much larger fov, is this possible in C&C3?


Even if it is possible, it would only be for single player.

As soon as you modify the .ini files, the multiplayer element throws a spaz and says about incompatibilities with other players.


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PostPosted: 19 Apr 2007, 00:20 
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Joined: 27 Feb 2007, 00:20
Posts: 185
I'm confused. It looks like the 16:10 resolutions are more vert+ than the 16:9, but it seems like we are saying that is a bad thing. Isn't that a good thing? What do you mean by fov overshoot?


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PostPosted: 19 Apr 2007, 00:40 
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Insiders
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Joined: 07 Nov 2005, 04:16
Posts: 3010
It looks like the 16:10 resolutions are more vert+ than the 16:9, but it seems like we are saying that is a bad thing.

The problem is that 16:10 resolutions have too much FOV. Too much FOV means that objects in the middle are too small relative to the size of your monitor. The FOV overshoot here isn't huge, so it's treated as a minor bug that won't really affect your gameplay.

What do you mean by fov overshoot?

FOV literally means "field of view." It refers to the portion of the gameworld that gets rendered on your screen. In the context of FOV as a quantity, it just means the size of that portion of the gameworld. So an FOV overshoot means the game uses a larger portion of the gameworld than it should.


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PostPosted: 19 Apr 2007, 00:53 
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Joined: 27 Feb 2007, 00:20
Posts: 185
Thanks for the reply(and the fov definition, even though I already had a really good grasp of the concept :lol:), but I still don't see the issue. I guess I'll just have to wait until I experience it first hand.


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PostPosted: 20 Apr 2007, 21:21 
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Joined: 12 Nov 2006, 05:09
Posts: 6
Even if it is possible, it would only be for single player.

As soon as you modify the .ini files, the multiplayer element throws a spaz and says about incompatibilities with other players.


Actually, I've played Zero hour online with the zoom out tricks so, i'm fairly certain it will still work.

EDIT:
Oh and, btw the map editor came out today dl it at:
http://files.ea.com/downloads/eagames/cc/tiberium/Worldbuilder/CC3Worldbuilder.exe

still waiting on news on a fov trick.


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 Post subject: better FOV
PostPosted: 25 Apr 2007, 00:33 
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Joined: 25 Apr 2007, 00:28
Posts: 10
i just got the game and played around with fov and the setting that seems to work is,
DefaultCameraPitchAngle @ gamedata.ini @ misc.big

kane edition @ v1.04 @ 1920x1080

DefaultCameraPitchAngle = 37.5 default


DefaultCameraPitchAngle = 31.5


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PostPosted: 25 Apr 2007, 02:19 
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Joined: 25 Apr 2007, 00:28
Posts: 10
check this out!



ScrollPitchMultiplier = -1.00 (0.15 default)
DefaultCameraPitchAngle = 10.5 (37.5 default)


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