Alright, guys, this is something I've been having a ton of trouble with for over a week, and I've gone extremely far out of my way to try to solve it, with no luck. Basically, my camera follows my hero, and my hero can fly steadily over cliffs. My hero can ignore all cliff height and fly at a constant height no matter what terrain he's on, which is great. However, cameras do not have the same options available as units do. My camera can remain steady over bumpy terrain using calculations involving WorldHeight(), however when moving over the edge of a cliff my camera ALWAYS jolts.
On all heightmaps (Ground, air and glide) there are invisible ramps leading up the edge of the cliff. The ramp heights are not linear, making calculating the offset impossible. I have looked through the available camera functions too many times to count and I can't find any setting that will either ignore these ramps, ignore terrain or otherwise rid me of this issue. I'm pulling my hair out over this one.
I know it's a long shot that anybody else is even working on this, as getting my unit to be able to fly smoothly across cliff levels was a task in itself, but does anybody know something I don't? I'd love to be able to get past this hitch and move on.
I am having a somewhat similar problem, with a third person hero. Whenever you move near a cliff, the camera raises up, and you can't see your hero. :(
Hopefully if someone finds a solution to yours it can help me too :)
Having a similar issue. My camera remains steady but whenever I move over a cliff that rises or declines very rapidly, or a highground cliff, the unit's height position jumps around for a brief period, together with any camera that's following its position.
Even when using the "Ignore terrain height" unit option it still jumps around even if the unit should be using world coordinates and floating in midair..
Wish you could just ditch the built in collision detection with their height maps alltogether, this problem is making any map with vertical movement a rage inducing process
What I do, is I have the height adjust when im in 'ground mode' but when I want physics for flight or w/e I move the camera by doing the following
I have four regons with my unit in the centre.
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I bind the four regins to my unit and periodicly move the camera to what ever regin is furtherst in front of my units current direction on movement and change the camera height to the difference in the old and new ground heights over 0 seconds (so if its 1/2 way up a cliff the camera moves there and adjusts to be at the same abs height as before.
I use four boxes as the minimum (Non hacky) region size is .25 units. and if the camera was free to move in .25 units you would get strange things happen when the unit changes direction (*explained below*). Alternatly you can set a region of size .001 every move, and set the camera to within it. (You must re make the regon every move howeveer as when the size of the regon is below .25 the regon will dissapare after all atomic commands are finshed. Though this requries moving the regins every.
The problem is subtle at .25 units, but when the direction changes for the first .25 units of unit movement in the opposite direction the camera does not have to move, the same phenomina causes even stranger and more eye jaring problems when you at 90 degrees to your old direction. This can be used to your advantage if you are making a racing game with drifting as a single circle region of size 1-2 units will cause a nice camera slide when the unit turns : P
Why are the bugs always good for racing games when im making a FPS?!?!?
Alright, guys, this is something I've been having a ton of trouble with for over a week, and I've gone extremely far out of my way to try to solve it, with no luck. Basically, my camera follows my hero, and my hero can fly steadily over cliffs. My hero can ignore all cliff height and fly at a constant height no matter what terrain he's on, which is great. However, cameras do not have the same options available as units do. My camera can remain steady over bumpy terrain using calculations involving WorldHeight(), however when moving over the edge of a cliff my camera ALWAYS jolts.
On all heightmaps (Ground, air and glide) there are invisible ramps leading up the edge of the cliff. The ramp heights are not linear, making calculating the offset impossible. I have looked through the available camera functions too many times to count and I can't find any setting that will either ignore these ramps, ignore terrain or otherwise rid me of this issue. I'm pulling my hair out over this one.
I know it's a long shot that anybody else is even working on this, as getting my unit to be able to fly smoothly across cliff levels was a task in itself, but does anybody know something I don't? I'd love to be able to get past this hitch and move on.
I am having a somewhat similar problem, with a third person hero. Whenever you move near a cliff, the camera raises up, and you can't see your hero. :(
Hopefully if someone finds a solution to yours it can help me too :)
Having a similar issue. My camera remains steady but whenever I move over a cliff that rises or declines very rapidly, or a highground cliff, the unit's height position jumps around for a brief period, together with any camera that's following its position.
Even when using the "Ignore terrain height" unit option it still jumps around even if the unit should be using world coordinates and floating in midair..
Wish you could just ditch the built in collision detection with their height maps alltogether, this problem is making any map with vertical movement a rage inducing process
@Ttn114: Go
Here is a link to someone who seems to have found a quick fix http://forums.sc2mapster.com/development/map-development/818-fixed-camera/ however I have been trying since day one using the method and it hasnt worked for me yet : /
What I do, is I have the height adjust when im in 'ground mode' but when I want physics for flight or w/e I move the camera by doing the following
I have four regons with my unit in the centre. _ _
I bind the four regins to my unit and periodicly move the camera to what ever regin is furtherst in front of my units current direction on movement and change the camera height to the difference in the old and new ground heights over 0 seconds (so if its 1/2 way up a cliff the camera moves there and adjusts to be at the same abs height as before.
I use four boxes as the minimum (Non hacky) region size is .25 units. and if the camera was free to move in .25 units you would get strange things happen when the unit changes direction (*explained below*). Alternatly you can set a region of size .001 every move, and set the camera to within it. (You must re make the regon every move howeveer as when the size of the regon is below .25 the regon will dissapare after all atomic commands are finshed. Though this requries moving the regins every.
Why are the bugs always good for racing games when im making a FPS?!?!?