The code for each camera and adapting it makes possible to add new features to future cameras without affecting the older ones. Additionally, cameras are often written once and perhaps fixed once or twice when the game is updated, but that's it. The cameras don't use a shared piece of code as in general cameras have to be adapted to a game pretty deeply and I didn't want to make a bigĬonfigurable ball. In the folder Cameras you'll several implementations of the system, adapted for specific games. You're not allowed to re-host the binaries on other modsites, like Nexus Mods. Re-hosting binariesĪll binaries of my tools are available through my Patreon, unless stated otherwise. The system is initially designed for 64bit hosts as all games are 64bit nowadays, but has been reworked to be used for 32bit games too. It's written in C++ with some x86/圆4 assembler to be able to intercept the location of the 3D camera in the game. Some camera implementations have additional features like timestop. With our own values so we can control where the camera is located, it's pitch/yaw/roll values,
The main purpose of the system is to hijack the in-game 3D camera by overwriting values in its camera structure
This is a generic injectable camera system which is used as a base for cameras for taking screenshots within games.