I am working on a Third Person Shooter, and am currently making a system that allows complete 3D Pathing, aka you can have a building with 10 stories, stairways, you can jump on and off anything you can see, but I have run into a very big problem.
When you go on the edge of a terrain Cliff, the camera gets displaced greatly, the camera height goes really high up in the air, relative to where the camera says it is really is, its like a big bend in the pathing of the camera height, even tho Camera Smoothing, and Height Displacement has been turned off.
I have looked at few posts about this but none have even come close to a real answer.
Screenshot:
http://i.imgur.com/xTv2U.jpg
(normally the camera is always right behind the unit, it goes up only when on a cliff edge like in the screenshot)
know it's kinda vague, but i remember this being a common issue. i haven't run into it as my maps aren't of this genre, but if i'm right, you can just set the camera's property as a trigger, lemme open my editor and check it out
try tweaking with the height displacement/height smoothing option... hope this doesn't lock it from following the actual unit
i wish you could attach the camera as an object to the unit, (like with model/turret attachments). that way it would just move precisely with the given unit
maybe you can hell idk but this is all the help i can offer
try tweaking with the height displacement/height smoothing option... hope this doesn't lock it from following the actual unit
i wish you could attach the camera as an object to the unit, (like with model/turret attachments). that way it would just move precisely with the given unit
maybe you can hell idk but this is all the help i can offer
Height Smoothing and Displacement are Both off, this thing seems to be Extra. From what I see at the moment, although it also seems completely ridiculous to be true, is that this is completely editable in any way and it just apart of the in-game cliff edges warping the cameras height plane. This is just a theory based on what I see tho, nothing else, but I need, I NEED to know if it is impossible to fix or not.
they only thing that confuses me is the "multiple floor buildings" because i've never seen anyone have a cliff above a cliff (like multiple levels of cliffing in one spot, so that you may go under roofs, or walk on the roofs you're under)
i might be misunderstanding, but it seems like a new test of skill
people have made freeform cameras that defy these invisible planes (flight simulators)
the only issue is if anyone visits this site regularly and knows how to do this
they've also made third/first person shooter maps without this problem
come to think of it, i've seen rodrigo working on a project with cliffs/first person shooting... maybe if you can find him you can ask him
most flight simulators for starcraft 2 pan/rotate the camera every 0.06 seconds, and are only intended to be used in single player.
My flight simulator alpha supports up to 4 players and is considered less network intensive.
To do this with triggers (have multiple layers or underwater swimming support) you'll need to calculate the ground height at the (estimated) point of your camera and your hero.
To understand ground height at point, you sort of have to imagine this flat black layer that's invisible and underneath your entire map. The distance between the ground and this black layer is the ground height at point.
The ground height at the point of the camera and the hero will look different, they need to be the same, and auto adjust based on these 2 numbers.
This was all I could think of from my experience with the sc2 editor. Hope you can make use of it
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I am working on a Third Person Shooter, and am currently making a system that allows complete 3D Pathing, aka you can have a building with 10 stories, stairways, you can jump on and off anything you can see, but I have run into a very big problem.
When you go on the edge of a terrain Cliff, the camera gets displaced greatly, the camera height goes really high up in the air, relative to where the camera says it is really is, its like a big bend in the pathing of the camera height, even tho Camera Smoothing, and Height Displacement has been turned off.
I have looked at few posts about this but none have even come close to a real answer.
Screenshot: http://i.imgur.com/xTv2U.jpg (normally the camera is always right behind the unit, it goes up only when on a cliff edge like in the screenshot)
YES FIRST RESPONSE
know it's kinda vague, but i remember this being a common issue. i haven't run into it as my maps aren't of this genre, but if i'm right, you can just set the camera's property as a trigger, lemme open my editor and check it out
try tweaking with the height displacement/height smoothing option... hope this doesn't lock it from following the actual unit
i wish you could attach the camera as an object to the unit, (like with model/turret attachments). that way it would just move precisely with the given unit
maybe you can hell idk but this is all the help i can offer
Height Smoothing and Displacement are Both off, this thing seems to be Extra. From what I see at the moment, although it also seems completely ridiculous to be true, is that this is completely editable in any way and it just apart of the in-game cliff edges warping the cameras height plane. This is just a theory based on what I see tho, nothing else, but I need, I NEED to know if it is impossible to fix or not.
@Apple4: Go
oh it's possible to fix...
people have made freeform cameras that defy these invisible planes (flight simulators)
the only issue is if anyone visits this site regularly and knows how to do this
they've also made third/first person shooter maps without this problem
come to think of it, i've seen rodrigo working on a project with cliffs/first person shooting... maybe if you can find him you can ask him
they only thing that confuses me is the "multiple floor buildings" because i've never seen anyone have a cliff above a cliff (like multiple levels of cliffing in one spot, so that you may go under roofs, or walk on the roofs you're under)
i might be misunderstanding, but it seems like a new test of skill
also BUMMMMMMPP!!!!
@thepumaman1: Go
most flight simulators for starcraft 2 pan/rotate the camera every 0.06 seconds, and are only intended to be used in single player. My flight simulator alpha supports up to 4 players and is considered less network intensive. To do this with triggers (have multiple layers or underwater swimming support) you'll need to calculate the ground height at the (estimated) point of your camera and your hero.
To understand ground height at point, you sort of have to imagine this flat black layer that's invisible and underneath your entire map. The distance between the ground and this black layer is the ground height at point.
The ground height at the point of the camera and the hero will look different, they need to be the same, and auto adjust based on these 2 numbers.
This was all I could think of from my experience with the sc2 editor. Hope you can make use of it