when scrolling past cliffs or jaggies, the sudden elevation switch of the overhead camera is jarring and irritating. why not implement a max amount allowable per tick for camera elevation when scrolling?
this one has to be doable!
smooth overhead camera elevation change
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Re: smooth overhead camera elevation change
Probably because you'd end up having the camera clipping through terrain in some instances if it couldn't raise itself high enough quickly enough.
I guess what you're after is some sort of predictive camera work based on a similar system to how people want aircraft to predict they are about to reach a cliff and start increasing their altitude to suit.
I guess what you're after is some sort of predictive camera work based on a similar system to how people want aircraft to predict they are about to reach a cliff and start increasing their altitude to suit.
- clumsy_culhane
- Posts: 370
- Joined: 30 Jul 2007, 10:27
Re: smooth overhead camera elevation change
press Ctrl-F5. use scroll and arrow as normal
its a smooth camera.. The weighting is kinda strange tho

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- Posts: 1176
- Joined: 23 Aug 2007, 19:46
Re: smooth overhead camera elevation change
It probably also would make me sick if the camera didn't stop moving when I want to but keeps shifting around making me miss that click for the attack order...
Re: smooth overhead camera elevation change
FreeCam + SmoothScroll widget is a decent combo
(especially the SVN version of the widget). With SVN,
it's also much easier to write custom camera styles
using lua (the camera state tables are no longer opaque).
(especially the SVN version of the widget). With SVN,
it's also much easier to write custom camera styles
using lua (the camera state tables are no longer opaque).
Re: smooth overhead camera elevation change
again, use blurred/smooth map and this will solve the problem. create a smooth map of an existing map (thus this can be optional) and use this map to deal with your camera control.
although analyzing the old maps will be difficult and time-consuming...
and plus, this can also be used to deal with those airplanes. let those airplanes think that the blurred/smooth terrain is the real one when dealing with their flight.
although analyzing the old maps will be difficult and time-consuming...
and plus, this can also be used to deal with those airplanes. let those airplanes think that the blurred/smooth terrain is the real one when dealing with their flight.