This topic is regards to this project Im working on...ODST Time Crisis
Im having some trouble getting my camera view to move and update accurately.
Basically if I set the view of a camera in the camera layer and just pan it to a specific point the position of the camera is accurate with out a problem.
But as soon as I rotate it, it appears that the actually "view point" the users is viewing from is actually being moved. Even though the camera is pointing in the direction I want it to point in.
But this is causing me a problem because I have a set of points that I pan the camera too.
Each point has its own camera settings. such as
Angle of attack - up/down angling
height - z offset ( changing this with a trigger seems to cause my camera to glitch) so it is disabled
Rotation - yaw (this appears to not only change the angle the camera is facing but also the "view point / source position" of the players view
basically I want it to appear the when I pan the camera to a point I want it to seem as if the player is standing at the position of the "point" these points are pre-placed in the terrain editor.
But after I use the set camera rotation the camera appears to no-longer be positioned at the "points" I have laid out.
Here is and example of the camera movements I am trying to create
So I have a camera set on terrain to have its target circle directly on a terrain place point.
If i view this in game It is how I want it.
Now if I tell the camera to pan to that same point.... that camera actually move pretty far away ... and the source of point of view is about 3 times farther away from the point then when it is prior to the panning....... I dont understand what the "pan" function is actually doing....
Why the hell dont they let us move the camera around by the "source point of view"
need help
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Hey i found ur post about time crisis and you trying to recreate a similar play style, i did not see any map with this style (yet again i never looked really hard) anyways i made a beta type map (still has some bugs but it works all the way through) contains ammo counter, health, ammo, 1 boss and lots of cover. i'll upload it here on SC2mapster, i named it star crisis 1.0 (real original :P)
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This topic is regards to this project Im working on...ODST Time Crisis
Im having some trouble getting my camera view to move and update accurately.
Basically if I set the view of a camera in the camera layer and just pan it to a specific point the position of the camera is accurate with out a problem.
But as soon as I rotate it, it appears that the actually "view point" the users is viewing from is actually being moved. Even though the camera is pointing in the direction I want it to point in.
But this is causing me a problem because I have a set of points that I pan the camera too.
Each point has its own camera settings. such as
basically I want it to appear the when I pan the camera to a point I want it to seem as if the player is standing at the position of the "point" these points are pre-placed in the terrain editor.
But after I use the set camera rotation the camera appears to no-longer be positioned at the "points" I have laid out.
Here is and example of the camera movements I am trying to create
Any ideas?
@SouLCarveRR: Go
So I have a camera set on terrain to have its target circle directly on a terrain place point.
If i view this in game It is how I want it.
Now if I tell the camera to pan to that same point.... that camera actually move pretty far away ... and the source of point of view is about 3 times farther away from the point then when it is prior to the panning....... I dont understand what the "pan" function is actually doing....
Why the hell dont they let us move the camera around by the "source point of view"
need help
Why is the facing angle on units different the "yaw" angle on cameras.
Units with a facing angle of "0" face east.
Where a camera with a "yaw" angle of "0" points south..... this makes this more complicated then neccessary
Hey i found ur post about time crisis and you trying to recreate a similar play style, i did not see any map with this style (yet again i never looked really hard) anyways i made a beta type map (still has some bugs but it works all the way through) contains ammo counter, health, ammo, 1 boss and lots of cover. i'll upload it here on SC2mapster, i named it star crisis 1.0 (real original :P)