Product Chat / Player Height

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Parallax
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Posted: 14th Jan 2015 21:09
Is there a way to change the height of the player camera? The player seems too short to me. I've searched the forum but haven't come up with anything. I fell like i'm piloting a 4X4 foot cube.

It would be nice to have a slider or other option to adjust the players height. I find the player too short and others may find the player too tall. One height isn't one size fits all.

Thanks.
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DVader
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Posted: 14th Jan 2015 21:39
LMAO, I have been meaning to mention this forever, I just keep forgetting. I am so used to it now. It appears we are Tyrion Lannister in any game we make. Most doors look like you have to reach up to grab the handle! Quite a bit of TGC media does this so changing your height would be very useful. Not to mention making it more, shall we say average height?



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World Class Multimedia
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Posted: 15th Jan 2015 00:11
To make it even more interesting, I would love an x, y and z slider to move the camera on all three axes - which would then allow for 3rd person games and isometric games - and make this programmable so one game can be one or all or ... whatever.

Just need to have a player object holding weapons so when this happens, it's not just a control point or something.

Mike

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DVader
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Posted: 15th Jan 2015 01:04 Edited at: 15th Jan 2015 01:05
Camera control is much needed. Having multiple cameras would be great, but would slow things down. Having the option however, would be nice, and I would think fairly easy to add, although with performance costs. Switching viewpoints would be faster, just as useful in the main and more likely to be implemented.



I, for now would be happy with my player not running around a scene where the standard scale makes me seem like a dwarf. Most standard models relate to this, the Asylum media, the City media, all doors seen a little tall. It is something I noticed a long time ago, but forget to mention in my vids. If it persists I may remember It is easy to fix after all.



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almightyhood
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Posted: 15th Jan 2015 01:17
i don't see much use for the scaling of entities without the ability to scale the player to match..
i would of thought that the scaling would show a % of its size after scaling also. in the lower left of editor along with entity number ect..
though its new so maybe it will be worked on more?, and player will be scalable at some point later also perhaps?.

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synchromesh
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Posted: 15th Jan 2015 01:31
Actually if we could scale the player smaller along with the models we could have a map twice the size
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almightyhood
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Posted: 15th Jan 2015 01:37
that is exactly my thinking m8 yeah or even bigger.. but we need that % indicator to get other entities the same scale, at the moment with the widget its all guess work, better to use the fpe to set scale still i think at least..

i also emailed lee about that very thing a fair while ago, about the scaling player camera to make everything smaller so the map seemed bigger overall.
though my question was more based on how it would effect fps overall, lee's reply was it wouldn't change the fps. but i still think its a good way to expand on the map for more open world feel perhaps.

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DVader
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Posted: 15th Jan 2015 02:01
Quote: "Actually if we could scale the player smaller along with the models we could have a map twice the size "


Actually we could have a map 100 times the size or more if we wanted, although terrain quality may look a little naff by that point Still scale is the only factor you need to make a world larger. ANT the game I wonder how long it would take to traverse the map then, even given the an Ant's speed compared to us heavy slow poke humans. Even better how long as a miniature human would it take? Even traversing a house would seem like a wonder of architecture!

Image quality would of course be an issue, but even so, options and such are never a bad thing.



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synchromesh
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Posted: 16th Jan 2015 08:59
Quote: "although terrain quality may look a little naff by that point "


Ye that's very true..... Its bound to have an effect on how the terrain looks but you might be able to get away with it up to a certain point
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Corno_1
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Posted: 16th Jan 2015 16:59 Edited at: 16th Jan 2015 17:00
Quote: "although terrain quality may look a little naff by that point"


Why? The texture size just must be increased! Or did I simply not understand it?



I create my own terrains with a lot higher quality, so even ducking looks good!

My dream is to develope games, which makes fun when I create it and fun when other people play it.
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synchromesh
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Posted: 16th Jan 2015 18:29 Edited at: 16th Jan 2015 18:41
Quote: "Why? The texture size just must be increased! Or did I simply not understand it? "




No your right ....but that may be the adverse effect .... it just might look to pixelated or blocky the smaller the player gets and the closer you get to a hill for instance ....and the ground I would imagine would be pixelated the smaller you make the character.



You would not just be lowering the head height ( that would achieve nothing but a crouch effect ) you would need to scale the mass of the player for the desired effect of a bigger world.



Actually a good example is load up reloaded ....look at the floor then press "C" to crouch and notice how the texture starts to blur .. then imagine being ten times smaller...
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almightyhood
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Posted: 18th Jan 2015 12:31
Quote: "Actually a good example is load up reloaded ....look at the floor then press "C" to crouch and notice how the texture starts to blur .. then imagine being ten times smaller... "


that makes perfect sense I didn't think of it like that when wanting to be a lot smaller for a bigger map feel lol.. thanks m8

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GoDevils
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Posted: 19th Jan 2015 17:05
For the most part I am 100% behind the comments made here. I have felt for some time the the standard "Y" position of the player/Camera is too low.

I also strongly agree that it is time to give us control over the XYZ of the camera, allowing use to write scripts that will let the Camera fly.

Note that during internal game play from the editor, if you press F9 and go into edit mode, the Page-Up and Page-Down keys are active and allow the camera to be raised and lowered. I suggested in an earlier post that it would be helpful if we could toggle-off the HUD displays, we could at least have some control. I say this because I'm not only interested in camera control during game play, but I want to use these controls to capture video which could then be used for story development, promotions, and game transitions.

Hey Lee, a little help here???

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smallg
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Posted: 22nd Jan 2015 01:16
Quote: " I suggested in an earlier post that it would be helpful if we could toggle-off the HUD displays"


doesnt f12 do that while in f9 mode?
also it's possible by script to hide the HUD during actual game play now too.

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GoDevils
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Posted: 24th Jan 2015 15:51
@smallg

Tried the F12 thing but the Edit Hud still remains on the screen.
It will be OK in Game play mode with the script, but we still don't have control over the players "Y" so no flying video for now.

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