I've been trying a variation of triggers to lock camera movement, set it's default starting location to be closer, and other attributes to try to get it to zoom closer, while not being able to zoom out as much.
What I've created is a to-scale earth, heavily detailed earth. The problem is that the units are unrealistically large for an exploration game. I've shrunk everything to 20% of the original size, and I'll go smaller if needed. The units still look excellent, and the terrain is much more convincing as a full sized world.
The problem I'm having is the camera. It starts too far and can't get close enough. Having the camera so far from the units just makes them look small and takes away from the effect of the earth being actual size. Anyone know what to do?
In order to make the camera closer just add a trigger setting the camera to a new camera. The camera should be viewing the start location, and nice and zoomed in. Then if the player doesn't zoom: you've got your luck. I saw one map online where the player chatted zoom 1 (ect.) and it chose a new zoom angle (although I'm not too clear on the triggers). However the best thing to do to stop zooming is to disable the UI in some way. You could then have a manual zoom, and it would stop the units from looking so small. Maybe.
I got the zoom max and mins working with the data editor. Thank you Eiviyn
Biggest problem now is when I zoom in, the camera goes south. I can't figure out of it's panning, changing fields or what... but it's the only thing messing up the zoom. Any ideas on what attribute forces it to move the camera south upon zooming in?
South as in what? As in if you try to zoom in, the camera nagivates south or are you talking about the camera changing pitch?
If the camera is actually moving and changing positions on the map when you're zooming, then that's something I've never seen before. If you mean the camera's pitch is altering, there are some fields in the data editor under camera, near the bottom of the default camera tab that alter the camera's pitch depending on what zoom level the camera is at. Simply go to pitch for each level of zoom, and disable the pitch change (there's a checkbox).
I don't think it's actually moving the camera, but it's a symptom of what you may have mentioned. The camera when under normal settings goes from 80 degrees zoomed out, and when you zoom in goes to around 30 degrees. It's changing angles. But when you alter the zoom levels to be closer, it actually causes the camera to move south (in reference to the mini map) about 125 units.
I checked all my fields, Only 2 of them mention pitch, and they're referring to height displacement.
Inside of the Zoom Levels - Modify - Parameters, there is no pitch. The only 2 enabled are Angle of Attack and Distance.
I attached the map for you to look at. The only changes are to the zoom levels, and the disabling of the Angle of Attack. Play test it, and it'll make a lot more sense what I'm saying.
I've been trying a variation of triggers to lock camera movement, set it's default starting location to be closer, and other attributes to try to get it to zoom closer, while not being able to zoom out as much.
What I've created is a to-scale earth, heavily detailed earth. The problem is that the units are unrealistically large for an exploration game. I've shrunk everything to 20% of the original size, and I'll go smaller if needed. The units still look excellent, and the terrain is much more convincing as a full sized world.
The problem I'm having is the camera. It starts too far and can't get close enough. Having the camera so far from the units just makes them look small and takes away from the effect of the earth being actual size. Anyone know what to do?
Data editor, there's a tab called Camera. Play with that, it has everything you need.
If you're using Braxis terrain set, the default camera is Space Installation. Any other terrain is the Default camera.
In order to make the camera closer just add a trigger setting the camera to a new camera. The camera should be viewing the start location, and nice and zoomed in. Then if the player doesn't zoom: you've got your luck. I saw one map online where the player chatted zoom 1 (ect.) and it chose a new zoom angle (although I'm not too clear on the triggers). However the best thing to do to stop zooming is to disable the UI in some way. You could then have a manual zoom, and it would stop the units from looking so small. Maybe.
I got the zoom max and mins working with the data editor. Thank you Eiviyn
Biggest problem now is when I zoom in, the camera goes south. I can't figure out of it's panning, changing fields or what... but it's the only thing messing up the zoom. Any ideas on what attribute forces it to move the camera south upon zooming in?
South as in what? As in if you try to zoom in, the camera nagivates south or are you talking about the camera changing pitch?
If the camera is actually moving and changing positions on the map when you're zooming, then that's something I've never seen before. If you mean the camera's pitch is altering, there are some fields in the data editor under camera, near the bottom of the default camera tab that alter the camera's pitch depending on what zoom level the camera is at. Simply go to pitch for each level of zoom, and disable the pitch change (there's a checkbox).
I don't think it's actually moving the camera, but it's a symptom of what you may have mentioned. The camera when under normal settings goes from 80 degrees zoomed out, and when you zoom in goes to around 30 degrees. It's changing angles. But when you alter the zoom levels to be closer, it actually causes the camera to move south (in reference to the mini map) about 125 units.
I checked all my fields, Only 2 of them mention pitch, and they're referring to height displacement.
Inside of the Zoom Levels - Modify - Parameters, there is no pitch. The only 2 enabled are Angle of Attack and Distance.
I attached the map for you to look at. The only changes are to the zoom levels, and the disabling of the Angle of Attack. Play test it, and it'll make a lot more sense what I'm saying.
It's actually your trigger that is causing the camera movement. The settings work fine if you delete that trigger.
Is there any way to make the camera follow using only Data? Or a trigger that will follow the unit without causing that issue?