I've started a map where I've scaled down unit sizes to 25% of their original sizes in order to make more room on the map (no, epic is not big enough XD) However, I also want may camera angle (pitch) to be 30 degrees, and distance is set to 5. This would be ok, except when I set the camera to follow a unit, it is always about two 'screen' lengths below the actual unit, and all I can see is an empty screen. Is there a camera setting that I'm missing that will correct this offset? This happens no matter what pitch angle I set the camera to.
@KrayzBlu: Go
Not to necro, but I've discovered that the more you zoom in, the worse this problem becomes. Can someone else try it with the editor?Just set the camera distance to a small value (5 or less), and then click on the minimap. The camera *should* go to the location of your click, but it doesn't (for me).
I encountered that problem when i first tried to make a TPS.
You need to use a trigger to remove the game UI, without that, the camera screws up (look down, and camera goes away, look 90 degrees towards the unit and camera zooms REAAAAALLY far out, same thing when zooming in).
Okay, thanks. But I'm not sure what this values does... Is this a camera height (distance)? Or is this some kind of correcting factor? If so... any tips on how to use it? I tried setting it to the camera distance, but it only seemed to make the problem worse.
i have tried this alot of times, but nope, wont work with the game UI, the only way to get a camera that follows with the game ui is to set the camera bounds (not affecting minimap) to a small region that is constantly updated to follow the player's unit (which means you need to constantly update the camera bounds too).
This however, results in a jerky follow camera =/ the only workaround to avoid jerkiness is to remove game UI and build up your own UI from scratch (with dialog boxes, etc)
Instead of having the camera pan to the Unit->position of unit, have the camera pan to Point->Point with offset. Then set that point as the position of your unit, with whatever Y offset makes it look good.
KrazyBlu try this... It's what I do for my map. In the camera properties change the very bottom number. Target Z Offset. I wanted my unit to be slightly offset in the camera I set. Increasing the Target Z Offset a few 10ths fixed that.
Even changing the Z offset to the unit height from 0 doesn't seem to help. Thanks everyone for your suggestions.
But I'm still stuck. If you zoom in on a unit (set camera distance to 10x smaller), and tell the camera to follow the unit, it will go to some area halfway across the map from the unit. I could set an offset, but is there anything better than trial and error?
Okay I have some ideas for you to try if this is still one of your projects.
Set offset hight to something like 5-50 higher if it still isn't above your unit (this should raise your camera into the air making it above your unit)
Try raising your base ground level to like 1 or 2. (having your base ground set to 0 can glitch the camera into thinking theres no ground)
If you look at your follow unit trigger you'll notice at the end there is a "include target" or "don't include target". Try each of these one at a time sometimes these mess with were the camera appears.
Try boogersurfer's method "Instead of having the camera pan to the Unit->position of unit, have the camera pan to Point->Point with offset. Then set that point as the position of your unit, with whatever Y offset makes it look good."
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Hey,
I've started a map where I've scaled down unit sizes to 25% of their original sizes in order to make more room on the map (no, epic is not big enough XD) However, I also want may camera angle (pitch) to be 30 degrees, and distance is set to 5. This would be ok, except when I set the camera to follow a unit, it is always about two 'screen' lengths below the actual unit, and all I can see is an empty screen. Is there a camera setting that I'm missing that will correct this offset? This happens no matter what pitch angle I set the camera to.
Thnx
@KrayzBlu: Go Not to necro, but I've discovered that the more you zoom in, the worse this problem becomes. Can someone else try it with the editor?Just set the camera distance to a small value (5 or less), and then click on the minimap. The camera *should* go to the location of your click, but it doesn't (for me).
Thanks.
@KrayzBlu: Go
I encountered that problem when i first tried to make a TPS.
You need to use a trigger to remove the game UI, without that, the camera screws up (look down, and camera goes away, look 90 degrees towards the unit and camera zooms REAAAAALLY far out, same thing when zooming in).
that should fix it ;o
@Ixsiehn: Go
What if I want the game UI?
@KrayzBlu: Go
Try... Action: Set Camera Object Property - Property: Height Offset
@Anthius: Go
Okay, thanks. But I'm not sure what this values does... Is this a camera height (distance)? Or is this some kind of correcting factor? If so... any tips on how to use it? I tried setting it to the camera distance, but it only seemed to make the problem worse.
Height offset changes the height of the target point of the camera (0 is terrain level).
If you want the camera target lower than the terrain, set it to a negative value.
Using the camera editor in the terrain editor makes setting camera settings much less stressful, in case you are setting values by trial and error.
i have tried this alot of times, but nope, wont work with the game UI, the only way to get a camera that follows with the game ui is to set the camera bounds (not affecting minimap) to a small region that is constantly updated to follow the player's unit (which means you need to constantly update the camera bounds too).
This however, results in a jerky follow camera =/ the only workaround to avoid jerkiness is to remove game UI and build up your own UI from scratch (with dialog boxes, etc)
@Kanaru: Go
What you said makes sense, but since my terrain height is 0 I set the camera offset height to 0. It still doesn't help.
the camera offset is a height variation from the unit. If your unit is too small, try setting it to a negative value
@Anthius: Go
I tried setting height offset values from -1 to -1000. None of them made any difference :(
Instead of having the camera pan to the Unit->position of unit, have the camera pan to Point->Point with offset. Then set that point as the position of your unit, with whatever Y offset makes it look good.
@KrayzBlu: Go
KrazyBlu try this... It's what I do for my map. In the camera properties change the very bottom number. Target Z Offset. I wanted my unit to be slightly offset in the camera I set. Increasing the Target Z Offset a few 10ths fixed that.
@GothiThePriest: Go
Even changing the Z offset to the unit height from 0 doesn't seem to help. Thanks everyone for your suggestions.
But I'm still stuck. If you zoom in on a unit (set camera distance to 10x smaller), and tell the camera to follow the unit, it will go to some area halfway across the map from the unit. I could set an offset, but is there anything better than trial and error?
Thanks
@KrayzBlu: Go
Okay I have some ideas for you to try if this is still one of your projects.