On June 16th, Marine Kelley recently updated her Restrained Love viewer to version 2.9. It introduces a new series of camera control options, offering a range of potential opportunities for those wishing to create puzzles, mazes, immersive quests, etc., as well as being applicable to the general use of RLV!
Marine provides the details on the updates, but here in brief is a summary of the key additions, together with an image I’ve borrowed from her blog:
- @camdistmin and @camdistmax force the camera to stay within a range (0= Mouselook any value above 0 actively prevents Mouselook being engaged)
- @camdrawmin and @camdrawmax simulate fog / blindfolds by obscuring the world around the avatar (not around the camera, as with the windlight settings)
- @camdrawalphamin and @camdrawalphamax indicate the closest and farthest opacities of fog defined by @camdrawmin and @camdrawmax
- @camdrawcolor sets the color of the fog defined by the above (black is the default)
- @camunlock prevents the camera from being panned, orbited, etc. away from the avatar – so can prevent someone from peer through walls, etc.
- @camavdist specifies the maximum distance beyond which avatars look like shadows (think ssing people in a mist or heavy fog)
- @camtextures renders the world grey, other than avatars and Linden water. Marine notes that bump mapping and shininess remain untouched, as even someone blindfolded or in heavy fog can still feel their way around
- @shownametags hides the radar, name tags, and prevents doing things to an avatar through the context – useful for games involving trying to find someone without them being betrayed by their name tag.
There are three additional camera presets added as well (left, right, top), to allow some additional camera options when @camunlock is active. There is also a new debug setting, RestrainedLoveCamDistNbGradients, to go with the camera options, as well.
Again, please refer to the RLV 2.9 release notes for full details of these, and the other updates with this release.
The new camera options, as noted, could have a range of potential uses, and demonstrate (once again) that RLV isn’t just about “teh bondages” – it’s an extremely flexible extension to her viewer (note that they are only applicable to her RLV viewer at this time). Those wishing to find out more about it and who may not have taken a look at it previously, can find more information both on Marine’s blog and on the RLV API wiki page.