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Camera Near Clip Plane?

 
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Yokom
DeleD PRO user


Joined: 11 Apr 2005
Posts: 22
Location: Dallas TX

PostPosted: Mon Apr 11, 2005 1:28 am    Post subject: Camera Near Clip Plane? Reply with quote

Im attempting to do a level in the scale of 1unit = 1 meter. The aspect ratio and near clip plane of the camera isnt well suited for the scale im using and not sure how using a bigger scale and the reducing it to release it will work.

I looked though the options and didnt find how to change the camera fov and clip distance, is there a way to do this?
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Jeroen
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Joined: 07 Aug 2004
Posts: 5332
Location: The Netherlands

PostPosted: Mon Apr 11, 2005 7:35 am    Post subject: Reply with quote

Hi there Yokom, and welcome to these forums! Smile DeleD doesn't have functionality to change the camera fov and clipping distance. Are there other ways to achieve what you want?
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Yokom
DeleD PRO user


Joined: 11 Apr 2005
Posts: 22
Location: Dallas TX

PostPosted: Mon Apr 11, 2005 12:05 pm    Post subject: Reply with quote

Jeroen wrote:
Hi there Yokom, and welcome to these forums! Smile DeleD doesn't have functionality to change the camera fov and clipping distance. Are there other ways to achieve what you want?


No there really isnt a "good" workaround for this issue. While your modeling the level everything looks wrong and if you attempt to look close enough to see how sections look they clip in the camera.

Using the scale of 1 delgine units = 1 meter also causes some odd looking grid line problems.

We really need to be able to adjust the view of the camera to match what we are using in ogre so that you can scale things correctly.
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Paul-Jan
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Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Mon Apr 11, 2005 7:57 pm    Post subject: Reply with quote

All exporters have a scale option just for that reason. What is the problem with working in a scale that is convenient in the editor, and use the scale option to adjust it to ogre scale? That is what is what made for.
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Yokom
DeleD PRO user


Joined: 11 Apr 2005
Posts: 22
Location: Dallas TX

PostPosted: Mon Apr 11, 2005 11:51 pm    Post subject: Reply with quote

Paul-Jan wrote:
All exporters have a scale option just for that reason. What is the problem with working in a scale that is convenient in the editor, and use the scale option to adjust it to ogre scale? That is what is what made for.


I havnt tried it yet but will as it is pretty much driving me nuts atm. I dont know if all the UV's will scale correctly though the exporter and the level. This approach also causes alot of undo math for the modeler. If you want every thing in one scale then you have to convert everything to the scale your using in the modeler its just not fun, and can cause you to have staircases big enough to drive a semi truck through and doors to small for a dwarf to duck under. Its just a messy way to model.

The real solution is have an option for the near and far clip. That way you avoid any problems with things not scaling correctly and the all the texture uv's wind up where they should.
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Paul-Jan
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Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Tue Apr 12, 2005 8:10 pm    Post subject: Reply with quote

I am definitely not suggesting you use a different scale for everything. I am just suggesting you use ONE scale (say 64 units is one meter) throughout DeleD, and ONE conversion rate (1/64) to your engine. I understand using 1 unit for one meter might be a little bit easier, but there is definitely no additional layer of complexity as far as "converting everything to the scale of your modeler" goes: you always have to do so anyway.

Also, it seems you really seem to expect the FOV functionality to be there. May I ask what editors you used before that did offer it? (it would be nice for us to take a peek at their implementation)
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Yokom
DeleD PRO user


Joined: 11 Apr 2005
Posts: 22
Location: Dallas TX

PostPosted: Tue Apr 12, 2005 10:35 pm    Post subject: Reply with quote

Wings3d, maya, 3dsmax, solidworks, autocad im pretty sure blender also and most other quality 3d modelers.

I mean really Paul i dont want to get in a pissing match with you this is a pretty standard feature in 3d editors. I love the tool and what it does and ill workaround it if you think im out of line for asking about this but please dont try to make it sound like im a noob when it comes to 3d modelers ive looked around in 5 or 6 of them looking for the right tool for the job. This tool is good for level design and for level design scale is really important. I mean if you use 100 units = 1 meter in the modler its not to bad as you just have to keep moving the point. But you make even that a bit hard with the grid lines all being set up on powers of 2 so its hard to quickly line up objects to the grid lines if you use a good scale that is in powers of 10 not 2.

Now i understand your a programmer and doing things in powers of 2 might be second nature for you but this is indeed an artist tool and most artist are not that good at fast math. So to quicky say in your head my scale is 100 to 1 and the grid box is 64 units so to make my object 3 meters wide i need 300 units and that is 300 divided by 64.. well do you get the point we need to be able to use the grid lines and the scale to our advantage not as a disadvantage. The main reason i bought this tool was the ease and speed at witch i could do levels and texture them the grid and scale setup distracts from that.
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Paul-Jan
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Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Wed Apr 13, 2005 6:28 am    Post subject: Reply with quote

I never was any good in pissing matches anyway (I have a serious aiming problem), so let's not Very Happy

But seriously, sorry if I made you feel defensive about this (now that I re-read them my posts don't come across as awefully friendly, sorry about that Sad ), we take your request for FOV functionality very seriously (hence me asking for implementation references). I have added it to the todo-list, and will discuss the when-to-implement with Jeroen.

From your second remark I gather you would like to request "gridlines at any resolution" functionality as well ? Wink I have added it to our todo-list.

If you have any additional requests and/or questions, please ask away (here or at the pro forums).
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Daaark
DeleD PRO user


Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Wed Apr 13, 2005 5:21 pm    Post subject: Reply with quote

Paul-Jan wrote:
From your second remark I gather you would like to request "gridlines at any resolution" functionality as well ? Wink I have added it to our todo-list.
YOU TOLD ME YOU ADDED THAT WHEN I ASKED FOR IT MONTHS AGO! YOU LIAR! Laughing
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Paul-Jan
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Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Wed Apr 13, 2005 8:01 pm    Post subject: Reply with quote

Actually, I changed the selection in the combobox from normal to high priority Wink

(oh, and six months ago it was Jeroen who put it there, so technically I wasn't lying Very Happy)
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Yokom
DeleD PRO user


Joined: 11 Apr 2005
Posts: 22
Location: Dallas TX

PostPosted: Wed Apr 13, 2005 9:30 pm    Post subject: Reply with quote

Paul-Jan wrote:
I never was any good in pissing matches anyway (I have a serious aiming problem), so let's not Very Happy

But seriously, sorry if I made you feel defensive about this (now that I re-read them my posts don't come across as awefully friendly, sorry about that Sad ), we take your request for FOV functionality very seriously (hence me asking for implementation references). I have added it to the todo-list, and will discuss the when-to-implement with Jeroen.

From your second remark I gather you would like to request "gridlines at any resolution" functionality as well ? Wink I have added it to our todo-list.

If you have any additional requests and/or questions, please ask away (here or at the pro forums).


no sweat i know full well the rush you get in when working on a project like this, as my project is starting to heat up on the timeline also. Thanks for putting it on the to do list.
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