Commander View Height Suggestions?

AxehandlerAxehandler Join Date: 2003-01-08 Member: 12038Members
edited January 2003 in Mapping Forum
Everything is layed out. working fine. Just curious what people are using for the VIEW HIEGHT for the commander?

My Floor is at 160
View Height is at 760

So.. about 600

2nd Question. don't think this is possiable. but. can I toss a Button in the map to change the view height on the fly? would be easier to Tweak that without recompiling the map everytime <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

Axe

Comments

  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    Higher comm view height gives more overwiew (better) and more R_speeds (worse).
    Thats all.
    I would like to see the whole map if the r_speeds would be ok then. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • AxehandlerAxehandler Join Date: 2003-01-08 Member: 12038Members
    See if this image works... =\
  • RevenantRevenant Join Date: 2003-01-13 Member: 12249Members
    I usually use 200-400 above the highest point in the map. personally it looks well that way.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Why can I see the tops of your walls? Are the rooms open to the sky?
  • RevenantRevenant Join Date: 2003-01-13 Member: 12249Members
    HEsput it inside a hollowed out box. if uve put the flag "no background" u shuld remove it, and the hollowed out box
  • AxehandlerAxehandler Join Date: 2003-01-08 Member: 12038Members
    He's correct. It's inside a skybox ATM.

    On the bottom left of the screeny is a glass tunnel that goes thru the outside of the building. (R_speeds below 700)

    But after making the Ceiling's Func_seethru (since using a skybox)- RAD see's right thru it <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
    and the comm see's the tops of the walls.

    Going to just limit the skybox for that small outside area to the edges of the buildings, eliminate the Funct_seethru's and everything should be fine <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    it doesn't look like much, but I do pretty much the layout of the map 1st then do details afterwards.
    Map layout is almost done.

    Axe
  • Crazy_MonkeyCrazy_Monkey Join Date: 2002-11-13 Member: 8453Members
    The topmost ceiling is automagically seen through. You don't need the func_seethrough on it. Hence, you can get rid of the skybox.
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