Product Chat / Raise Camera on the Y axis

Author
Message
SpaceWurm
Game Guru Backer
13
Years of Service
User Offline
Joined: 11th Nov 2011
Playing:
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
Forum Support
14
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, California
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.
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit, Screen resolution 1680 x 1050.

DVader
20
Years of Service
User Offline
Joined: 28th Jan 2004
Location:
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.


SPECS: Q6600 CPU. Nvidia 660GTX. 8 Gig Memory. Win 7.
3com
10
Years of Service
User Offline
Joined: 18th May 2014
Location: Catalonia
Posted: 13th Dec 2016 19:13
scaling the player would be far better, even for the artists.

3com
Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz

OS: Windows 10 (64) - Ram: 4 gb - Hd: 283 gb - Video card: Intel(R) HD Graphics

PM
synchromesh
Forum Support
10
Years of Service
User Offline
Joined: 24th Jan 2014
Location:
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..
PM
Jerry Tremble
GameGuru TGC Backer
12
Years of Service
User Offline
Joined: 5th Nov 2012
Location: Sonoran Desert
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.
Desktop: i7 4770@3.4Ghz, 12GB RAM, Win 10/64, GeForce GTX 1080, 1TB SSD, 1TB HDD; Laptop: i7 4800MQ@2.7Ghz, 16GB RAM, Win 10/64, GeForce GTX870M , 1TB SSD.
PM

Login to post a reply

Server time is: 2024-11-24 20:25:14
Your offset time is: 2024-11-24 20:25:14