Product Chat / Raise Camera on the Y axis

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SpaceWurm
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Posted: 13th Dec 2016 00:46 Edited at: 6th Jul 2019 21:43
So I'm working on a sequel of a previous FPSC title and I haven't revisited the land of GG for a little. I wanted to know if it's possible to raise the height of the player camera?

Basically, instead of scaling models down I would like to simply make the player appear taller.
Pirate Myke
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Posted: 13th Dec 2016 03:02
Not directly. I suppose you could make the texture of the TPV wizard all black so it would be invisible. Then lock the camera height to what you want and adjust the FOV. Bad part is that you would have no weapon other then the fireball.

Maybe one of the coding wizzards can come up with something for first person view.
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DVader
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Posted: 13th Dec 2016 15:54
No, not without scripting work and even then it would be a bit ropey. Defo possible as I did a body script years ago that did something similar, getting the camera at the right position was one of the easier parts I asked for a player height option ages ago. As I said at the time, scaling the player to look the correct height is far better than scaling every object and building you use individually. This should be a basic feature imo.


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3com
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Posted: 13th Dec 2016 19:13
scaling the player would be far better, even for the artists.

3com
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synchromesh
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Posted: 13th Dec 2016 21:15 Edited at: 13th Dec 2016 21:16
Quote: "scaling the player would be far better, even for the artists. "

I just answered another similar to this

Try running a blank map .. Then simply crouching and looking around especially at the ground ..
The smaller you go the more work you will have to put into the environment to make it look right..
Bigger maybe ok though
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Jerry Tremble
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Posted: 14th Dec 2016 01:31
Quote: " I did a body script years ago that did something similar, getting the camera at the right position was one of the easier parts "


LOL, I remember that, and it was quite good considering the limitations you had to deal with. I spent over a week trying to do it in DBPro several years ago and it was the hardest thing I ever did, I think (in DBPro at least). I got it right once, then tweaked another value, and could never get it back. (I wasn't writing anything down; in hindsight, that would probably have been a good idea!) My camera would always pick up the interior of the player's head. Even when I got rid of his head, there were all kinds of weird mesh artifacts in the camera's view. I gave up.
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