hey all,
So I am making an rpg with a 3rd person view and I would also like to include the "dark forest (a must in any rpg). However, after throwing up my trees I noticed my camera goes bonkers when trying to navigate through the trees. Is there any way to make objects between the hero fade out and not cause the camera to get distorted? ... My camera does the same thing when going too close to cliffs, or between two cliffs (it kindof raises up and stuff. I guess, what I want to ask is:
can I lock the elevation of my camera to my unit?
And
can I fade doodads out once they pass by the hero unit (or something similar so a hero can be able to go through a big forest)?
I know someone asked your 2nd question b4, but I don't know the answer. Someone else certainly would though. IF ANYONE IS READING THIS AND KNOW THE ANSWER TO "•can I fade doodads out once they pass by the hero unit (or something similar so a hero can be able to go through a big forest)?" THEN PLEASE REPLY NOW!!! Thank you. :D
Yes thanks DisAs7ro, that is correct... my 2nd question has been solved. Thanks :)
I'm still having issues to my first question... :( Anytime my hero goes through a narrow passageway or gets too close to a cliff the camera jumps to the elevation of the cliff (raised area). I wish there was a way to lock the elevation to the hero, so wherever he goes... the camera goes.
I'm still having issues with the camera being forced in to rise off following the hero when going through two cliffs. It also does it every once in a while in other places too. Anyone?
well..
You cant lock camera input since that disables the rotation, so what is commonly used is to set timer 0.5 sec of game to apply cam hight and offset
Did you add the camera to your Terrain in the Data Editor?
Just stream the Actors behind your unit in a certain radius of sight. It'll still lag like shit when you turn :[
I'd suggest you to Tomura, but I have no idea where he is right now. Remind me to ask him (by sending me a PM) if you can't get it fixed, he has done the whole of the TPS view for TSOF. But we actually decided to move over to UDK from sc2, so we're no longer in the shooter business. Let me tell you though: SC2 sucks horribly for this kind of game :\
Ok... So you making a 3d, such as this one , right? (Dont mind why i write and stuff in the video, its an error showing case).
And when you "lean" against a wall with you hero (or a mountain) your camera goes up the hill and gets out of balance? Right?
well as i said: Theres one way to fix that and thats to remove the offset and hight parts of the camera in a constant run
It will make it lag alittle more (very little) since its running the camera setting at all times, but basicly u;
*Create new trigger
*Set event to Every 0.1 sec
*Set actions to set the offset and hight to what they should be.
Its the only way im afraid since its not standard to have it in 3P mode
Btw the Zoom+ thing i describe before is to disable the ability to "Scroll" with mouse.
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hey all, So I am making an rpg with a 3rd person view and I would also like to include the "dark forest (a must in any rpg). However, after throwing up my trees I noticed my camera goes bonkers when trying to navigate through the trees. Is there any way to make objects between the hero fade out and not cause the camera to get distorted? ... My camera does the same thing when going too close to cliffs, or between two cliffs (it kindof raises up and stuff. I guess, what I want to ask is:
I know someone asked your 2nd question b4, but I don't know the answer. Someone else certainly would though. IF ANYONE IS READING THIS AND KNOW THE ANSWER TO "•can I fade doodads out once they pass by the hero unit (or something similar so a hero can be able to go through a big forest)?" THEN PLEASE REPLY NOW!!! Thank you. :D
Fade doodads: go to the doodad's model and turn on occlusion.
I think :P Turning it off was the solution when I didn't want some asteroids to disappear.
Yes thanks DisAs7ro, that is correct... my 2nd question has been solved. Thanks :)
I'm still having issues to my first question... :( Anytime my hero goes through a narrow passageway or gets too close to a cliff the camera jumps to the elevation of the cliff (raised area). I wish there was a way to lock the elevation to the hero, so wherever he goes... the camera goes.
I think turning both of the camera height options off through triggers would do the trick.
@Twinmold20: Go
I'm still having issues with the camera being forced in to rise off following the hero when going through two cliffs. It also does it every once in a while in other places too. Anyone?
@GothiThePriest:
well..
You cant lock camera input since that disables the rotation, so what is commonly used is to set timer 0.5 sec of game to apply cam hight and offset
@doite:
Mm.. Actually, go in to data editor-> Camera -> Default camera -> Zoom + And delete all
@doite: Go
Oh cool, thanks, I'll check that out.
@doite: Go
Nope, that didn't work... :(
Did you add the camera to your Terrain in the Data Editor?
Just stream the Actors behind your unit in a certain radius of sight. It'll still lag like shit when you turn :[
I'd suggest you to Tomura, but I have no idea where he is right now. Remind me to ask him (by sending me a PM) if you can't get it fixed, he has done the whole of the TPS view for TSOF. But we actually decided to move over to UDK from sc2, so we're no longer in the shooter business. Let me tell you though: SC2 sucks horribly for this kind of game :\
@GothiThePriest:
Ok... So you making a 3d, such as this one , right? (Dont mind why i write and stuff in the video, its an error showing case).
And when you "lean" against a wall with you hero (or a mountain) your camera goes up the hill and gets out of balance? Right?
@doite: Go
that is correct sir
@GothiThePriest:
well as i said: Theres one way to fix that and thats to remove the offset and hight parts of the camera in a constant run
It will make it lag alittle more (very little) since its running the camera setting at all times, but basicly u;
*Create new trigger
*Set event to Every 0.1 sec
*Set actions to set the offset and hight to what they should be.
Its the only way im afraid since its not standard to have it in 3P mode
Btw the Zoom+ thing i describe before is to disable the ability to "Scroll" with mouse.