Max Z-distances.
Ollj
our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
<div class="IPBDescription">1000 units?</div> comm view height is at -500
highest ceeling of a path is 0
lowest bottom of a path is -1000
I have 3 levels that cross over each other in different heights all over the map.
This gives the following problems.
- When the comm follows actions in the lowest level the highest level RAPIDLY moves trough the screen.
- Perspective size differences of factor 2, you can see a marine on the highest level and far below you see his ant brother 1/2 as big. A green range circle on the highest level reaches 2 times farer on the bottom.
- Turret factories are not limited in the z-axis you can build turrets in a path with its tf being in another level(thats no big problem due the layout). alien chambers are limited in the z-axis (and that might be unfair).
highest ceeling of a path is 0
lowest bottom of a path is -1000
I have 3 levels that cross over each other in different heights all over the map.
This gives the following problems.
- When the comm follows actions in the lowest level the highest level RAPIDLY moves trough the screen.
- Perspective size differences of factor 2, you can see a marine on the highest level and far below you see his ant brother 1/2 as big. A green range circle on the highest level reaches 2 times farer on the bottom.
- Turret factories are not limited in the z-axis you can build turrets in a path with its tf being in another level(thats no big problem due the layout). alien chambers are limited in the z-axis (and that might be unfair).
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