Camera Viewpoints - Page 2

Camera Viewpoints

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

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Hes Vital
Posts: 5
Joined: 24 Apr 2006, 00:52

Post by Hes Vital »

TA Default view should be rotatable, then it would be perfect!
Kixxe
Posts: 1547
Joined: 14 May 2005, 10:02

Post by Kixxe »

Hes Vital wrote:TA Default view should be rotatable, then it would be perfect!

...
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Zenka
Posts: 1235
Joined: 05 Oct 2005, 15:29

Post by Zenka »

As Kixxe explaind beautifully:
TA view can't be rotatable, since it wouldn't be TA view anymore, but a C&C Generals view (or any other 3d RTS game).
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Felix the Cat
Posts: 2383
Joined: 15 Jun 2005, 17:30

Post by Felix the Cat »

Zenka wrote:As Kixxe explaind beautifully:
TA view can't be rotatable, since it wouldn't be TA view anymore, but a C&C Generals view (or any other 3d RTS game).
And this matters... why?
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

TA view can't be rotatable, since it wouldn't be TA view anymore, but ROTATABLE OVERHEAD, which we already have, so what's the issue?
The only *real* difference between TA view and Rotatable overhead is that TA view follows the contour of a map, which is irrelevant in most situations. Why not use Rotatable overhead instead, Hes Vital?
Kixxe
Posts: 1547
Joined: 14 May 2005, 10:02

Post by Kixxe »

Zenka wrote:As Kixxe explaind beautifully:
TA view can't be rotatable, since it wouldn't be TA view anymore, but a C&C Generals view (or any other 3d RTS game).
Hey, it was 2 am. I was tired. You try to make a post that makes sense when the lack of sleep, water and food combined make you high as the sky.
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Felix the Cat
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Joined: 15 Jun 2005, 17:30

Post by Felix the Cat »

FizWizz wrote:TA view can't be rotatable, since it wouldn't be TA view anymore, but ROTATABLE OVERHEAD, which we already have, so what's the issue?
The only *real* difference between TA view and Rotatable overhead is that TA view follows the contour of a map, which is irrelevant in most situations. Why not use Rotatable overhead instead, Hes Vital?
Try again.

Just for you I started a solo game and fiddled around with the cameras, in case I had been dreaming about TA-overhead and rotatable overhead being different. The result: they are quite different. Try going in and actually using TA-overhead and rotatable overhead views; you'll find that there are differences.

Zoom in and out at the same pitch in TA-overhead and rotatable overhead. You'll notice the difference, I hope. TA-overhead's middle mouse button moves the camera forward and backward parallel to the camera angle, which is an intuitive zoom. Rotatable overhead's middle mouse button inexplicably moves the camera up and down on the Y-axis, which is quite counterintuitive (to me) and is very bothersome (because the middle mouse button is traditionally used to zoom the camera, which is what TA-overhead does).

Hence the reason why rotatable overhead is not the same as TA-overhead.

I still don't see the fixation of certain people on not being able to rotate the TA-overhead because you couldn't rotate it in TA. Hello? Why does it matter what some designers did in 1997? TA was not a truly 3D game in the sense that Spring is.

Nice try, though.
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Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

I just use FPS mode. Its nice and posable and i got used to it REALLY fast.
Hes Vital
Posts: 5
Joined: 24 Apr 2006, 00:52

Post by Hes Vital »

I have a problem with the way Overhead Zooms-in/out, I like everything in TA default(zoom included), but sometimes it would be nice to rotate, and I dont think that if rotate it will stop being TA default.
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TwiNHeaD
Posts: 7
Joined: 19 Jan 2009, 07:05

Re: Camera Viewpoints

Post by TwiNHeaD »

1. I do control units in parallel with camera.
2. Unit control demands key "Shift" sometimes, you know.
3. So the most happening case is that camera mode changes from time to time abruptly. Under that light all camera modes seem the same to me... flickering frames with no sense of any control.

Could Ctrl+MMBclick and Shift+MMBclick be turned off as camera mode switch somewhere?
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: Camera Viewpoints

Post by zwzsg »

I use the TA overhead for playing.
I use the FPS view for screenshoting.

I would use the rotatable overhead if it zoomed along the view axe instead of the vertical, and if "T" centered the unit on screen instead of going vertically above it.

I would use the freestyle camera if it obeyed the "invert Y-axis" tickbox.


So basically I use the view I use not because I prefer them, but because no ones fixes the bugs in the others.
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Camera Viewpoints

Post by lurker »

What the rez!?
daan 79

Re: Camera Viewpoints

Post by daan 79 »

i lolled reading up of 2006 maybe lock
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: Camera Viewpoints

Post by zwzsg »

Why lock? It is still relevant!
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Lolsquad_Steven
Posts: 488
Joined: 27 Jun 2006, 17:55

Re: Camera Viewpoints

Post by Lolsquad_Steven »

I use the default, the only other people i've talked to about this are [SmuG]Nixa and [SmuG]Jack which also use default, speaking of [SmuG]Jack, has anyone talked to him recently, last time i heard from him he was in the Philippines helping the marines fight the Morro Islamic Liberation Front rebels.
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