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Camera pitch and jaw - relation to coordinates?

 
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mouser
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PostPosted: Wed May 11, 2016 3:22 am    Post subject: Camera pitch and jaw - relation to coordinates? Reply with quote

Trying out cameras related stuff, did this several times now and everytime I have found one of the camera coordinates I just add or subtract 4 bytes of that address and I find the next camera coordinate. So it's easy finding xyz.

For rotation though, I've never tried finding them. Is there a simple rule to them as well? Are they always x bytes away from the xyz coordinates aswell?

I'm trying to keep this simple and not delve into camera matrices and such, it shouldn't be more complicated than dissecting the memory region where the xyz coords are stored, but am I mistaken here and it is way more complicated than that?

Anyone here have practise in finding pitch and jaw?
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ParkourPenguin
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PostPosted: Wed May 11, 2016 12:31 pm    Post subject: Reply with quote

The game doesn't have to keep the camera's rotation stored somewhere. The coordinates where the camera is pointed at could be stored somewhere, and it could use trig whenever it needs to get the pitch or yaw.

Just search around via changed/unchanged values and see what you can find.

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mouser
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PostPosted: Thu May 12, 2016 1:56 am    Post subject: Reply with quote

If it isn't stored, I assume I can only see it while it's actively being changed? I've seen some addresses getting a value when rotating around and dropping down to 0 again when stopping the rotation... quite a few though.
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ParkourPenguin
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PostPosted: Thu May 12, 2016 7:55 am    Post subject: Reply with quote

No, something is definitely stored somewhere. It can't just use angular velocity to determine angular position without storing something else.

Again, there are usually 2 common ways games store the direction you're facing: in an x/y/z vector (similar to your player's coordinates) or more directly as some floating point number usually ranging from around -1 to 1 (sometimes -2*pi to 2*pi or something).

If you did the changed/unchanged value scans correctly, you shouldn't have found those values. Go through step 3 of the CE tutorial if you need information on unknown initial value scans. Remember to use changed/unchanged instead of increased/decreased.

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mouser
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PostPosted: Fri May 13, 2016 2:50 am    Post subject: Reply with quote

I've tried, I couldn't get the results down under several thousand addresses. (tens of thousands actually) Found many things related to some transformation matrice, skewed and warped the image... I've given up (game is crashing quite often too doing this) and just looked at the matrice I have found that gave me the xyz camera movement, I don't know which it is (camera/perspective/view)?, I set the memory viewer to floats and spun the mouse (view) around to see what is going on, I wish I knew more about reclass and programming in general to make more sense of it.

My plan is to try every address from that matrix that gets highlightet when moving the camera and find out what writes to it, nop it and see if I can find the value for rotation that way.
Does that sound foolish or reasonable?

I don't know much about transformation matrices and if I can find the value for rotation that way at all?

-

This is a bit of a hypothetical question... would it be possible to hijack an entire (or all) of those matrices with a cheat engine script and create freecams (etc) like that?

Not that I'm planning to do that, I think that goes way beyond my knowledge/skill anyway.
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++METHOS
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PostPosted: Fri May 13, 2016 10:29 am    Post subject: Reply with quote

Did you ever look at the structure for the camera coordinates?
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mouser
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PostPosted: Sat May 14, 2016 12:00 pm    Post subject: Reply with quote

Yeah the dissected data structure, I checked everything below and above the XYZ addresses (even non floats), noped them and changed the value manually to see if the screen updates accordingly. No dice, I have the suspicion the pitch, yaw and roll is not in the same stucture... but I have no experience how they are normally constructed, I thought they must be near.

I'm still going to try some more and actually tried a few hours of scanning for unchanged/changed again, failed at it though.

The game is Chronicles of Riddick by the way, OpenGL. I flipped every value in the entire matrix where XYZ belongs to... I need to get some more infos on the net on how other people get to these values in different ways.
I thought this video here https://www.youtube.com/watch?v=-WL1Gpe9VRo would be a surefire way on getting to these values... maybe because the game is so old it's unique in how it is build or I always make the same mistake when trying to find it.
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