Welcome Guest [Log In] [Register]
We hope you enjoy your visit.


You're currently viewing the Ultimate 3D Community as a guest. This means that you can only read posts, but can not create posts or topics by yourself. To be able to post you need to register. Then you can participate in the community active and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free.

Join our community!

If you are already a member please log in to your account to access all of our features:

Username:   Password:
Add Reply
camera rotations; with follow
Topic Started: Oct 17 2008, 08:50 AM (501 Views)
zelda4evr
Member Avatar
Forum God
[ *  *  *  *  *  * ]
is there a way to use camera.follow=id without the camera rotating with the id's roty?

this is important for phantom hourglass style game, i want a fixed camera that looks at the player and follows him but doesn't rotate towards him.

like this:

Posted Image
Offline Profile Quote Post Goto Top
 
Despellanion
Member Avatar
Forum God
[ *  *  *  *  *  * ]
Code:
 

camera.x=player.x;
camera.y=player.y
camera.z=player.z+distance;
camera.rotx=45; //rotate slightly downwards for bird perspective

EDIT:Sorry, missed the part that you wanted to use follow=id. I don't think that's possible without rotation. Try as above instead. Its not a very great solution but should do fine.
Edited by Despellanion, Oct 17 2008, 10:01 AM.
Offline Profile Quote Post Goto Top
 
zelda4evr
Member Avatar
Forum God
[ *  *  *  *  *  * ]
thank you, works perfect.

also, if i may ask, how do you make the game fullscreen correctly? when i try it keeps the drawing window the same size and fills in the rest with black.
Edited by zelda4evr, Oct 18 2008, 01:08 AM.

Posted Image
Offline Profile Quote Post Goto Top
 
zelda4evr
Member Avatar
Forum God
[ *  *  *  *  *  * ]
zelda4evr
Oct 17 2008, 06:59 PM
also, if i may ask, how do you make the game fullscreen correctly? when i try it keeps the drawing window the same size and fills in the rest with black.
bump :dunno:

Posted Image
Offline Profile Quote Post Goto Top
 
MysteriXYZ
Member Avatar
Master Matrix Masher
[ *  *  *  *  *  * ]
zelda4evr
Oct 17 2008, 06:59 PM
also, if i may ask, how do you make the game fullscreen correctly? when i try it keeps the drawing window the same size and fills in the rest with black.
Add the following to the Ultimate3DOptions() script:
Code:
 
display_set_size(...)
window_set_fullscreen(true);

Keep in mind that you can't switch between fullscreen and windowed mode when using U3D; it's either the one or the other.
U3D is like candy; after extensive consumption, it's Best to brush.
Offline Profile Quote Post Goto Top
 
zelda4evr
Member Avatar
Forum God
[ *  *  *  *  *  * ]
oh that must be why.

whats the proper way to set the width and height of display_set_size(); to the size of the users screen?
edit:
ok i think i got it, setting the w and h to the size of the view does it correctly am i right?
Edited by zelda4evr, Oct 21 2008, 03:59 AM.

Posted Image
Offline Profile Quote Post Goto Top
 
skarik
Member Avatar
kitten eating scum
[ *  *  *  *  *  * ]
1. Change the screen resolution.
2. Make the game full screen.
3. Load U3D.

Default it to 640x480 like most commercial games.

Is that what you're asking?
Blog|EHS
Offline Profile Quote Post Goto Top
 
zelda4evr
Member Avatar
Forum God
[ *  *  *  *  *  * ]
exactly, and its working.

so if i make an option to change screen resolution in game i have to save all player current stats, change resolution and reload the engine and load player stats?

Posted Image
Offline Profile Quote Post Goto Top
 
« Previous Topic · Questions about Ultimate 3D · Next Topic »
Add Reply