Cc View Problem

ChoTaAChoTaA Join Date: 2003-06-24 Member: 17659Members
<div class="IPBDescription">can't see some places when in cc</div>hi,
I need help with the command console problem. When I login to cc in my map, i can't see some parts. I can see higher places but not the cc level [too much lover than the top level]. Maybe its because of too much height difference in map. But there are maps deeper than mein, with no problems. can you guys help me pls..

Comments

  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    edited June 2003
    The settings you need to change are in the info_mapinfo enity. I've written a little article on how to set up this entity as part of the <a href='http://nsworld.ns-central.co.uk/mappingguide/appendix6.php' target='_blank'>Quick Start Guide</a>
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    It depends on how much difference there is in height. Because of commander view you can't have too much. By adjusting the settings in the info_mapinfo you can be able to see all of it, but if the floor is very far away it will be hard or impossible to drop things at that level. Also your wploys in commander view will be astronomical. That's one of the limitations of NS. Perhaps in the future we could have the ability for the commander to 'zoom' in and out to see different levels, and the info_mapinfo could specify the range.
  • ChoTaAChoTaA Join Date: 2003-06-24 Member: 17659Members
    thanx guys, I solved my problem...
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    I still think we should come up with a new entity that functions like info_location, but has a commander view height key. Then we could use the box, which by default borders the whole room, as the judge for the commander view height.
  • ChoTaAChoTaA Join Date: 2003-06-24 Member: 17659Members
    yeah it would be better.. restrict the view by a brush, right?
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    edited June 2003
    more like the commander's view height is determined by the top of the info_location brush that is in that room at the x/y coordinate he is at. That would be an easy way for mappers to control the height of the commander view in every room, which would make it so that areas we don't want commanders building in don't have to have an extra func_nobuild on them just to keep that from happening.

    *edit* Nevermind that, just reread the mapping guidlines and the z values of info_location will be ignored in 1.1. That really should cut down on compile times though.
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