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  1. #1
    Redeemer
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    Default Tweaking the first person camera?

    Okay guys before starting... I'm no programmer but just an artist... I just have some limited knowledge in C++ (enough to get me around some simple stuff I need to setup prior to getting a real programmer for our project). So, sorry if my question may sound stupid to the more skilled ones....
    The last few days I've been trying to tweak UDK's default first person camera without success (all that C & java mix is killing me).
    The default camera is initially placed a bit higher than character's head and besides that it's obviously a bit zoomed-out. As a result it gives me hard time scaling my environments in game. All I need to do is to set it a bit lower and zoom it in a bit.
    It's too early for getting a programmer for our project so, if anyone could give me a hint about what I should tweak would be most appreciated.
    Thanks for your time.

  2. #2
    MSgt. Shooter Person
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    you could do it the programming way but if its just for level development for finding scaleing id just put in a dummy skeletal mesh for positioning and scaleing as that mesh is the exact hight your looking for.
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  3. #3
    Redeemer
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    Quote Originally Posted by Orindoomhammer View Post
    you could do it the programming way but if its just for level development for finding scaleing id just put in a dummy skeletal mesh for positioning and scaleing as that mesh is the exact hight your looking for.
    Yes I tried that but the reason I want to tweak the camera is for the sake of the environment's "feel". In any case the default camera view doesn't feel right for this kind of game (I think). It feels as if I'm a spectator and not actually in game. I approach the environmental design just like a painting. I place that thing over there and then I look at it for some time and thinking as a player and then put the other thing at the other end and look at it again and so on...
    I'd like to make it a bit more "personal".
    You know... just the usual bull***t thoughts about the "feel" of the game design by an artist lol xD
    Last edited by ThePriest909; 04-29-2010 at 09:47 AM.

  4. #4
    MSgt. Shooter Person
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    he he dont feel bad at all. i know exactly how you feel im no coder either. wish i could help you more though.
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    I was reading Dr. Sagan's cookbook, and his recipe for an apple pie is hard to follow.

  5. #5
    MSgt. Shooter Person
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    Default

    In your Pawn Class add "EyeHeight=50.0" into the default properties for the camera height, 50.0 is the default.

  6. #6
    Redeemer
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    Default

    Thanks JA! Much appreciated!

  7. #7
    MSgt. Shooter Person
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    Default

    Zooming in is FOV you will need to change a bit in your camera but shouldn't be too difficult.

  8. #8
    Redeemer
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    Thanks Contagion.
    It took me some time to figure out how to setup a basic script extension but I think I'm getting used to it. I'll give it a shot with FOV as well and see how it turns out.
    Last edited by ThePriest909; 04-29-2010 at 03:58 PM.

  9. #9
    Iron Guard
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    should be in defualt properties in your Camera file your using
    Quote Originally Posted by 30morgh View Post
    I want to play Once Upon a Time in the time path Returns How do I do that?

  10. #10
    Redeemer
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    okay... I think I got how the whole thing works. Just one question...
    Can we still extent subclasses from the UT classes in April's build?
    (Extending from UT got me some errors like Superclass UTPawn is missing etc...)

  11. #11
    Iron Guard
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    Depoends on lots of things, like your gameinfo for one, If your not extending from UTGame you wont be able to extend its classes

    or if you can it will be very troublesome indeed

    Not sure about the April build thing though, read the notes
    Quote Originally Posted by 30morgh View Post
    I want to play Once Upon a Time in the time path Returns How do I do that?


 

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