Commander view
Skyforger2
Join Date: 2007-10-19 Member: 62681Members
<div class="IPBDescription">Discussion about commander view</div>The topic <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=110986" target="_blank">Here talking about the commander view</a> is going nowhere so i started a normal discussion.
I will take his picture
<img src="http://img265.imageshack.us/img265/1974/ns2i.jpg" border="0" class="linked-image" />
Personally i don't like the angle of the view ns1 was like dead on top this looks a bit angled.
And yes what could maper do about those abstractions ? Like the big vent when you want to put light throe it there is no other way as removing that the light will shine in room next to it. And some of the props from top view will still render some parts.
I just wonder is it fixable and if it is how ?
I will take his picture
<img src="http://img265.imageshack.us/img265/1974/ns2i.jpg" border="0" class="linked-image" />
Personally i don't like the angle of the view ns1 was like dead on top this looks a bit angled.
And yes what could maper do about those abstractions ? Like the big vent when you want to put light throe it there is no other way as removing that the light will shine in room next to it. And some of the props from top view will still render some parts.
I just wonder is it fixable and if it is how ?
Comments
They need to throw out maps like this as well to identify the problems. And according to the problems work on the engine and the way it handles the rendering of the map.
If you've looked at the mapping guidelines you would have seen how they are going to handle the situation. Like Kouji pointed out in the thread before using the layers in spark editor.
Of course there s a lot to do for the team, NS2 is in development.
And yes what could maper do about those abstractions ? Like the big vent when you want to put light throe it there is no other way as removing that the light will shine in room next to it. And some of the props from top view will still render some parts.
I just wonder is it fixable and if it is how ?<!--QuoteEnd--></div><!--QuoteEEnd-->
In NS it was also possible to make walls invisible, but still able to cast shadows... No problem there, but come on, do we really need yet another thread on something this small...
<b>Angle of view or distance from floor (which is a map setting) could be a discussion point</b>, but not the things that are obviously going to be fixed...
Edit: Or even choose: perspective or isometric.
twitter: NS2: Charlie changed Commander rendering to be isometric and with a shorter field of view (60 degrees). Looks awesome...great idea Andrew!
max: It's not actually an isometric view, it's just a slight pitch shift for the commander camera (so no there probably won't be an option [to switch do classic mode]).
I'm still voting for a <a href="http://en.wikipedia.org/wiki/Graphical_projection#Orthographic_projection" target="_blank">parallel perspective,</a> for instance an <a href="http://en.wikipedia.org/wiki/Isometric_projection" target="_blank">isometric projection</a> or <a href="http://en.wikipedia.org/wiki/Graphical_projection" target="_blank">oblique projection</a>.