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Camera and sizes of places

SystemSystem Member, NoReporting Posts: 178,019 Arc User
I've been looking for a thread talking about his, but my searches allways end up on the Tribble forum, on which I can't write. If there is a living thread about this in the general forums, please feel free to close this one and give me the link for it.

The problem with the size of the corridors and rooms everywhere (Which mostly make the characters look as if they where smurfs whenever they are inside a building or ship, is that the camera goes nuts when it finds a wall too close of the character, forcing the moddelers to make hughe rooms to fit camera movement.

And, a side efect of this camera problem is that if I'm fighting in a corner, the camera goes nuts as well and It becomes hard to see.

There must be a way to solve it related to the configuration of the camera. Maybe if it jumped to a first person POV when it gets to a certain distance.

Of course, that wouldn't work with ceilings, but I can think of lots of cenital games which only let the camera go through the ceiling and not the walls.

Wouldn't a combination of those two options (1st person POV when the camera gets close enough horizontally and the camera being able to go and see through the ceiling) solve the camera problems (And allow for smaller interiors?

We are not moving the character through point and click, so, it is even probable many people would actually do most of their fighting in first person (Which turns all the "sideways" camera problems comig from close walls irrelevant), and if the camera can be moved to a cenital point seing through the ceiling, it could be much lower.

I'm sure many people would appreciate a first person zoom possition where they could see the arms holding the weapons.

The ceiling part has, of course, the problem of multileveled maps, but if the top level remains as high above as it is, and the camera can see and move through the celing, but not through the floor of the top level, that would be solved as well. We already know the layout of the floorplan thanks to the map. Seing the rooms around when looking from a high POV through the ceiling would actually give up that much info which we don't have already.
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