That's not it. If you look at the picture, the black area is right next to the horizontal edge of the map, way closer than the far clip. What's more, in the far plane, the background even comes back after a certain point.
At this point I think I will just have to disable the skybox. The black background will be much less interesting, but I'm out of ideas. For what I want to do, rotating the hydralisk so that it lies flat on the ground would also work, but that also doesn't appear possible. It's sad to me that the editor can do so much, but some simple things are out of reach :(.
Try going into the data editor and select the "Fog of War Data" dropdown. It lets you change the color of the fog of war. You might be able to make it look identical to the black mask.
Unfortunately that won't work. My map involves some Z height madness with an unorthodox camera angle, so it will still be visible no matter the map size.
Has anyone figured out how to arbitrarily rotate units or models? I assumed this would be in the data editor or accessible with triggers, but I haven't found anything. All I can do is rotate about the z-axis by making a unit face a point.
I created a camera object in the camera layer. At the start of the game, I apply it to all players with over 0 seconds. This works fine, but as soon as the camera is applied, the game pans it to a view looking directly down from the top. If I set the Angle of Attack property of the camera immediately afterwards, anything from 0 to 90 stops the camera from panning, but the world becomes upside down. If I set it from 90 to 180 to set things right, the camera pans over time to a view underneath the world. Using the Lock Camera Input action does not help. This behavior is baffling me can someone tell me how to pin the camera to the view I want?
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@dreazk: Go
Go to the Pathing layer. There are brushes for No Pathing, Ground, and No Building. I believe painting No Pathing will do what you want.
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@Bibendus: Go
That's not it. If you look at the picture, the black area is right next to the horizontal edge of the map, way closer than the far clip. What's more, in the far plane, the background even comes back after a certain point.
At this point I think I will just have to disable the skybox. The black background will be much less interesting, but I'm out of ideas. For what I want to do, rotating the hydralisk so that it lies flat on the ground would also work, but that also doesn't appear possible. It's sad to me that the editor can do so much, but some simple things are out of reach :(.
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@EpicurusDarwin: Go
Try going into the data editor and select the "Fog of War Data" dropdown. It lets you change the color of the fog of war. You might be able to make it look identical to the black mask.
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Bump :(.
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That's exactly what I want, but strangely it doesn't work for me. For me, your demo only changes the way the unit faces.
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Your sample rotates about the Z axis, not the X or the Y axis.
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@Pinworm45: Go
Unfortunately that won't work. My map involves some Z height madness with an unorthodox camera angle, so it will still be visible no matter the map size.
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@Callex: Go
Can you share what parameters you used? The message appears to take two vectors, but I don't understand how it parses them into a rotation.
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Bump. I don't want this alone to sink my map idea.
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Has anyone figured out how to arbitrarily rotate units or models? I assumed this would be in the data editor or accessible with triggers, but I haven't found anything. All I can do is rotate about the z-axis by making a unit face a point.
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Is there a way to remove the black area that exists at the edge of the map?
Obviously this is very distracting for the effect I want.
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Hi there,
I created a camera object in the camera layer. At the start of the game, I apply it to all players with over 0 seconds. This works fine, but as soon as the camera is applied, the game pans it to a view looking directly down from the top. If I set the Angle of Attack property of the camera immediately afterwards, anything from 0 to 90 stops the camera from panning, but the world becomes upside down. If I set it from 90 to 180 to set things right, the camera pans over time to a view underneath the world. Using the Lock Camera Input action does not help. This behavior is baffling me
can someone tell me how to pin the camera to the view I want?