{ //////////////////////////////////// Fixed Cameras //"Strategic_View" "fixed_camera0": { //This is the distance of the camera from Steve. "distance": 90.0, //This is the tranaslation offset of the "Badger Fixed" and "Badger Follow" cameras. "offset": [0.0, 0.0, 0.0], //This is the downward angle of the camera. "pitch": 90, //This is the downard angle that Steve faces in the "Badger Follow" and "Badger Orbit" cameras. "head_pitch": 35.0, //This is the FOV that this camera will use (overrides the default value) "fov": 80.0, //This controls how quickly the fixed camera rotates (percentage rotation per tick, ie. 0.1 == 10% rotation per tick) "lerp": 0.05, //This controls whether the left stick allows the player to move a placement cursor around when holding a structure "follow_structure_placement": true }, //"fixed_fov55_p47_d22.5" "fixed_camera1_UNUSED": { //This is the distance of the camera from Steve. "distance": 22.5, //This is the tranaslation offset of the "Badger Fixed" and "Badger Follow" cameras. "offset": [0.0, 0.0, 0.0], //This is the downward angle of the camera. "pitch": 47.0, //This is the downard angle that Steve faces in the "Badger Follow" and "Badger Orbit" cameras. "head_pitch": 35.0, //This is the FOV that this camera will use (overrides the default value) "fov": 55.0, //This controls how quickly the fixed camera rotates (percentage rotation per tick, ie. 0.1 == 10% rotation per tick) "lerp": 0.05, //This controls whether the left stick allows the player to move a placement cursor around when holding a structure "follow_structure_placement": true }, //////////////////////////////////// Free Cameras //"orbit_fov70_p35_p55_d15" "free_camera2_UNUSED": { //This is the distance of the camera from Steve. "distance": 15, //This is the tranaslation offset of the "Badger Fixed" and "Badger Follow" cameras. "offset": [0.0, 0.0, 0.0], //This is the downward angle the orbit camera is initalized with. "pitch": 45.0, //This is the maximum downward angle the player can look at (MC default is -90.0). "pitch_min": 35.0, //This is the maximum upward angle the player can look at (MC default is 90.0). "pitch_max": 55.0, //This is the downard angle that Steve faces in the "Badger Follow" and "Badger Orbit" cameras. "head_pitch": 35.0, //This is the FOV that this camera will use (overrides the default value) "fov": 70.0, //This controls whether the left stick allows the player to move a placement cursor around when holding a structure "follow_structure_placement": true }, //"Far_fov65_p20_p65_d18" "free_camera0": { //This is the distance of the camera from Steve. "distance": 18, //This is the tranaslation offset of the cameras. "offset": [0.0, 0.0, 0.0], //This is the downward angle the orbit camera is initialized with. "pitch": 45, //This is the maximum downward angle the player can look at (MC default is -90.0). "pitch_min": 20, //This is the maximum upward angle the player can look at (MC default is 90.0). "pitch_max": 65, //This is the downard angle that Steve faces in the "Badger Follow" and "Badger Orbit" cameras. "head_pitch": 35.0, //This is the FOV that this camera will use (overrides the default value) "fov": 65.0, //This controls whether the left stick allows the player to move a placement cursor around when holding a structure "follow_structure_placement": true }, //"free_fov70_d12.5" "free_camera3_UNUSED": { //This is the distance of the camera from Steve. "distance": 12.5, //This is the tranaslation offset of the cameras. "offset": [0.0, 0.0, 0.0], //This is the downward angle the orbit camera is initalized with. "pitch": 40.0, //This is the maximum downward angle the player can look at (MC default is -90.0). "pitch_min": 0.0, //This is the maximum upward angle the player can look at (MC default is 90.0). "pitch_max": 85.0, //This is the downard angle that Steve faces in the "Badger Follow" and "Badger Orbit" cameras. "head_pitch": 35.0, //This is the FOV that this camera will use (overrides the default value) "fov": 70.0, //This controls how quickly the fixed camera rotates (percentage rotation per tick, ie. 0.1 == 10% rotation per tick) "lerp": 0.05, //This controls whether the left stick allows the player to move a placement cursor around when holding a structure "follow_structure_placement": true }, //"Close_fov55_p15_p70_d16.5" "free_camera1": { //This is the distance of the camera from Steve. "distance": 16.5, //This is the tranaslation offset of the cameras. "offset": [0.0, 0.0, 0.0], //This is the downward angle the orbit camera is initalized with. "pitch": 45.0, //This is the maximum downward angle the player can look at (MC default is -90.0). "pitch_min": 15.0, //This is the maximum upward angle the player can look at (MC default is 90.0). "pitch_max": 70.0, //This is the downard angle that Steve faces in the "Badger Follow" and "Badger Orbit" cameras. "head_pitch": 35.0, //This is the FOV that this camera will use (overrides the default value) "fov": 55.0, //This controls how quickly the fixed camera rotates (percentage rotation per tick, ie. 0.1 == 10% rotation per tick) "lerp": 0.05, //This controls whether the left stick allows the player to move a placement cursor around when holding a structure "follow_structure_placement": true }, //////////////////////////////////// Follow Cameras //"follow_fov70_d10" "follow_camera0_UNUSED": { //This is the distance of the camera from Steve. "distance": 10, //This is the tranaslation offset of the "Badger Fixed" and "Badger Follow" cameras. "offset": [0.0, 0.0, 0.0], //This is the downward angle the camera will try to approach. "pitch": 40.0, //This is the maximum downward angle the player can look at (MC default is -90.0). "pitch_min": 0.0, //This is the maximum upward angle the player can look at (MC default is 90.0). "pitch_max": 85.0, //This is the downard angle that Steve faces in the "Badger Follow" and "Badger Orbit" cameras. "head_pitch": 35.0, //This is the FOV that this camera will use (overrides the default value) "fov": 70.0, //Below are a bunch of tweaks for manipulating the follow camera // +/- max angle in degrees per frame that the camera offset can swing about the player "follow_clamp": 1.0, // The fractional rate per frame that the swing (from above) rate to zero "follow_rate": 1, // The fractional rate per second that the camera tries to get behind the player (0.1 == 90% swing offset, 10% right behind the player) "follow_lerp": 0.002, // The velocity Steve has to travel in order for the camera to try and swing behind him "follow_velocity": 0.1, // The delay in seconds before the camera attempts to swing behind the player after some movement AND the right stick is released "follow_delay": 0.5, //This controls whether the left stick allows the player to move a placement cursor around when holding a structure "follow_structure_placement": true }, //"follow_fov55_d17.5" "follow_camera1_UNUSED": { //This is the distance of the camera from Steve. "distance": 17.5, //This is the tranaslation offset of the "Badger Fixed" and "Badger Follow" cameras. "offset": [0.0, 0.0, 0.0], //This is the downward angle the camera will try to approach. "pitch": 40.0, //This is the maximum downward angle the player can look at (MC default is -90.0). "pitch_min": 0.0, //This is the maximum upward angle the player can look at (MC default is 90.0). "pitch_max": 85.0, //This is the downard angle that Steve faces in the "Badger Follow" and "Badger Orbit" cameras. "head_pitch": 35.0, //This is the FOV that this camera will use (overrides the default value) "fov": 55.0, //Below are a bunch of tweaks for manipulating the follow camera // +/- max angle in degrees per frame that the camera offset can swing about the player "follow_clamp": 1.0, // The fractional rate per frame that the swing (from above) rate to zero "follow_rate": 1, // The fractional rate per second that the camera tries to get behind the player (0.1 == 90% swing offset, 10% right behind the player) "follow_lerp": 0.002, // The velocity Steve has to travel in order for the camera to try and swing behind him "follow_velocity": 0.1, // The delay in seconds before the camera attempts to swing behind the player after some movement AND the right stick is released "follow_delay": 0.5, //This controls whether the left stick allows the player to move a placement cursor around when holding a structure "follow_structure_placement": true } }