Hi. I'm making a mission where I use the raise and lower terrain tool quite alot but I am having some issues with game camera and structures regarding these height dfiferences.
Camera:
The game camera follows the terrain, it move upward when you zoom in over high terrain and it lowers when you zoom in under low terrain. This can be distracting when you move throught terrain that has alot of height differences. I want it to be static and not follow the height of the terrain. Is there a easy way to do this?
Structures:
If I lower the terrain quite alot and then put a structure on it the structure will raise the terrain just under the structure instead of adjusting to it. I can make it will follow the terrain by using the "uniform" tool afterwards, but if then I close the mission and opens it again in the editor or start to play the mission the terrain will raise again. Is there a way to bypass this hinderance?
The game camera follows the terrain, it move upward when you zoom in over high terrain and it lowers when you zoom in under low terrain. This can be distracting when you move throught terrain that has alot of height differences. I want it to be static and not follow the height of the terrain. Is there a easy way to do this?
This is a good question. I'm not sure if there even is a way for the camera to ignore terrain height differences, but if there is you'd probably find it somewhere in the data editor.
If I lower the terrain quite alot and then put a structure on it the structure will raise the terrain just under the structure instead of adjusting to it. I can make it will follow the terrain by using the "uniform" tool afterwards, but if then I close the mission and opens it again in the editor or start to play the mission the terrain will raise again. Is there a way to bypass this hinderance?
This one I can answer. You're coping with a 'bug' that has been around since the beta. There isn't an easy fix for it. More information in the second-last question of this post.
Disabling the pathing and radius did the trick. I'll only fake the collision with pathing blockers. Thanks.
The camera was a bit tough, though. I looked for it but I could not find a way to disable "blend with terrain" in the data editor or with triggers. Care to give me a nudge on where to find it?
Found an alternative fix to the structure problem. When I removed radius and pathing there were some issues with addons like tech labs and such. Instead, I simply went to the actors of the unit in the data editor and removed the "flattenterrain" events. Simpler then I thought it would be.
I have the exact same problem of the camera moving up when it follows a unit and goes close to e.g a cliff, I described my issue here.
So if anyone's found a way to prevent the camera from climbing up near a cliff, would be great... afaik ive tried height displacement and turn smoothing off
Personally, I don't use use that tool at all, save for when I need some far-off cliffs in a cinematic or something. I also like the simplicity of not having it. SC2 isn't as instinctively built for it as WC3, where buildings would automatically adjust with extended foundation heights.
Hi. I'm making a mission where I use the raise and lower terrain tool quite alot but I am having some issues with game camera and structures regarding these height dfiferences.
Camera:
The game camera follows the terrain, it move upward when you zoom in over high terrain and it lowers when you zoom in under low terrain. This can be distracting when you move throught terrain that has alot of height differences. I want it to be static and not follow the height of the terrain. Is there a easy way to do this?
Structures:
If I lower the terrain quite alot and then put a structure on it the structure will raise the terrain just under the structure instead of adjusting to it. I can make it will follow the terrain by using the "uniform" tool afterwards, but if then I close the mission and opens it again in the editor or start to play the mission the terrain will raise again. Is there a way to bypass this hinderance?
This is a good question. I'm not sure if there even is a way for the camera to ignore terrain height differences, but if there is you'd probably find it somewhere in the data editor.
This one I can answer. You're coping with a 'bug' that has been around since the beta. There isn't an easy fix for it. More information in the second-last question of this post.
@njordys: Go
You need to disable blend with terrain or set it to 0 to stop it from following the terrain. Can be done in triggers and data.
Disabling the pathing and radius did the trick. I'll only fake the collision with pathing blockers. Thanks.
The camera was a bit tough, though. I looked for it but I could not find a way to disable "blend with terrain" in the data editor or with triggers. Care to give me a nudge on where to find it?
Thank you for your help :)
My bad you need to turn height displacement and smoothing off. Thinking of another setup.
Found an alternative fix to the structure problem. When I removed radius and pathing there were some issues with addons like tech labs and such. Instead, I simply went to the actors of the unit in the data editor and removed the "flattenterrain" events. Simpler then I thought it would be.
I have the exact same problem of the camera moving up when it follows a unit and goes close to e.g a cliff, I described my issue here.
So if anyone's found a way to prevent the camera from climbing up near a cliff, would be great... afaik ive tried height displacement and turn smoothing off
Personally, I don't use use that tool at all, save for when I need some far-off cliffs in a cinematic or something. I also like the simplicity of not having it. SC2 isn't as instinctively built for it as WC3, where buildings would automatically adjust with extended foundation heights.
@EivindL: Go
For 3rd person it would matter to have the camera no go up, so obviously no one can offer a solution.