Aller au contenu

Photo

Camera max distances for each mode?


  • Veuillez vous connecter pour répondre
10 réponses à ce sujet

#1
Boozehound Blue

Boozehound Blue
  • Members
  • 64 messages
Does anyone know these distances off hand?

I'm experimenting with baking a walkmesh helper underneath the terrain, to emulate a space environment, and both the map view and strategy mode only show the terrain above, essentially blocking the view of the pc. I'd like to set the height of that terrain just above the max camera distance for exploration and/or character mode (whichever is greater), which is hopefully measurably less than that of the strategy camera, and use strategy mode for a completely different view of the area.

Follow?

#2
kamal_

kamal_
  • Members
  • 5 259 messages
Overland map has camera height fixed by the builder, so you can lock to any arbitrary height. If no one else knows you could experiment by comparing to OM heights.

#3
Boozehound Blue

Boozehound Blue
  • Members
  • 64 messages
That's the thing: I don't want to 'lock' the camera. For exploration and character mode, I want to present the area like this, whereas strategy mode would present the area similar to this and would serve as something of a UI (with clickable objects 'up there' to help simplify navigation)

#4
kamal_

kamal_
  • Members
  • 5 259 messages
Another suggestion that will accomplish the same thing but be similar. I've made areas in the sky via moving the terrain to the lowest height , -100 I think, and then using a fog max distance shorter than that so you can not see the ground. Set you area lighting to black and viola! (I'd also paint the ground black)

#5
Hellfire_RWS

Hellfire_RWS
  • Members
  • 623 messages
Nice.. Spelljammer! Did I ever send you the 3 Spelljammers I talked to you about, so long ago?

#6
Boozehound Blue

Boozehound Blue
  • Members
  • 64 messages

Hellfire_RWS wrote...

Nice.. Spelljammer! Did I ever send you the 3 Spelljammers I talked to you about, so long ago?


Not that I'm aware of. I was also interested in the skydome model you were experimenting with (the single wrapping texture)

#7
Hellfire_RWS

Hellfire_RWS
  • Members
  • 623 messages
The sky dome or the space globe. I made an interior sphere with stars mapped on the inside. My idea was for an invisible (interior) tile (walkable flat plane) with the star sphere placed to cover the whole area. (can overland maps be made with interior areas?)

#8
M. Rieder

M. Rieder
  • Members
  • 2 530 messages
If you want to see stuff under the walkmesh, you may need an invisible walkmesh. I think there is a mod on the vault that has it. I seem to recall that in the final battle of Islander:A Dagger Forged, the walkmesh was invisible.

#9
Boozehound Blue

Boozehound Blue
  • Members
  • 64 messages
@Hellfire:
Idk offhand. The setting is there. One thing I like about not locking the camera is that I can have the ship creature explore while the crew is aboard a walkable ship over in the corner, so the player can toggle between. (Of course, this assumes the ship is just a cargo ship, and I don't know what the purpose of doing so would be...)

It's possible to create invisible tiles then? The purported 'invisible' tile on the vault is black. That's what prompted me to go with the exterior terrain (not to mention exterior areas are actually bigger, from what I've seen.)

So, I guess I'd like both, as the skydome I can use for alien world vistas. I'm still working on the proof of concept, as I'm not sure how best to deal with approaching bodies in 'out-of-plane' orbits. This 'strategy mode level' may offer a solution.

Regardless, I know you had converted some of your NWN models, so whenever you have a collection...

I hoping to at least map out the Radiant Triangle and, if I can, create a process by which to copy a template area to populate other spheres via script. (I'm not saying I'll build landing sights for all those bodies- trying to work out a clever way to present as much possible while minimizing resources.)

Modifié par Boozehound Blue, 31 mai 2011 - 05:14 .


#10
Hellfire_RWS

Hellfire_RWS
  • Members
  • 623 messages
I made an Invisible (transparent) tile for GrinningFool so I know that's doable for sure.

AS far as interacting with objects goes. Do you have NWN1? the very first mod team I was on was called the Mystic Nexus and it was a Spelljammer mod team. lots of work went into it that might still be usable like

Planetary orbits.
Air depletion
Caro
Ranged combat with Ballista and Catapult
Ramming
Turn based combat
Ship load-outs
Helm type vs Speed + caster level
Use of fire in the Phlo
etc.etc.etc.

You may be able to reuse or re purpose most of the scripts.

#11
Boozehound Blue

Boozehound Blue
  • Members
  • 64 messages

Hellfire_RWS wrote...

I made an Invisible (transparent) tile for GrinningFool so I know that's doable for sure.

AS far as interacting with objects goes. Do you have NWN1? the very first mod team I was on was called the Mystic Nexus and it was a Spelljammer mod team. lots of work went into it that might still be usable like

Planetary orbits.
Air depletion
Caro
Ranged combat with Ballista and Catapult
Ramming
Turn based combat
Ship load-outs
Helm type vs Speed + caster level
Use of fire in the Phlo
etc.etc.etc.

You may be able to reuse or re purpose most of the scripts.


I've tried out the tbsj demo mod, which used the arcane tileset hak. Are you referring to any other resources? Were there ever any full fledged modules made, or a pw? My search-fu is weak.