Ok so it's really public knowledge that the if you look at the horizon in 3rd or 1st person the frame rate plummets through the floor. Now I've tried reducing far clip to 100 but i can still see the horizon as usual. Is this because far clip doesn't apply to the default camera or is there another cause to my problems? Other issue i'm getting is that when the unit that i'm following goes down a cliff the camera flies miles back in an attempt to not clip into the wall. The only way to get around it in real time is to lift the camera higher and then it gets closer to the unit once more. It seems whenever the camera gets close to the floor it'll fly off to prevent clipping. I've been stuck with this for a while now and i really can't get my head around it. Any advise would be appreciated but I'm wondering if all my issues are due to me using the default camera not a camera object.
The major problem with 1st & Third person view is that your camera is incredibly close to objects, and in starcraft II objects are rendered more the closer your camera gets. This inturn slows your computer down, and if you are playing online then it causes major lag issues. Unfortunately Blizzard wont be able to fix this issue. Instead users will have to lower their graphics settings in order to play these maps somewhat properly. Unless there is a way to change graphic settings within a map only?
The default camera is just a camerainfo object, which is the same as what you get with the terrain editor.
The only thing defining it in the data editor adds, is the ability to define certain interaction behaviors, such as zoom levels etc.
If you are editing the default camera, make sure you are actually editing the right child etc,
check the terrain texture sets to see which camera is being used.
So far clipping should work just fine, you're just doing something wrong.
As for the follow interaction, write your own that suits your needs?
Ok so it's really public knowledge that the if you look at the horizon in 3rd or 1st person the frame rate plummets through the floor. Now I've tried reducing far clip to 100 but i can still see the horizon as usual. Is this because far clip doesn't apply to the default camera or is there another cause to my problems? Other issue i'm getting is that when the unit that i'm following goes down a cliff the camera flies miles back in an attempt to not clip into the wall. The only way to get around it in real time is to lift the camera higher and then it gets closer to the unit once more. It seems whenever the camera gets close to the floor it'll fly off to prevent clipping. I've been stuck with this for a while now and i really can't get my head around it. Any advise would be appreciated but I'm wondering if all my issues are due to me using the default camera not a camera object.
@drfrag2k: Go
The major problem with 1st & Third person view is that your camera is incredibly close to objects, and in starcraft II objects are rendered more the closer your camera gets. This inturn slows your computer down, and if you are playing online then it causes major lag issues. Unfortunately Blizzard wont be able to fix this issue. Instead users will have to lower their graphics settings in order to play these maps somewhat properly. Unless there is a way to change graphic settings within a map only?
@drfrag2k: Go
The default camera is just a camerainfo object, which is the same as what you get with the terrain editor. The only thing defining it in the data editor adds, is the ability to define certain interaction behaviors, such as zoom levels etc.
If you are editing the default camera, make sure you are actually editing the right child etc, check the terrain texture sets to see which camera is being used.
So far clipping should work just fine, you're just doing something wrong. As for the follow interaction, write your own that suits your needs?
I mean, no top down, no tps... what kind of maps should we make ? Melee ? ccc