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Real isometric view in UDK?

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    Real isometric view in UDK?

    Hi,
    Is there a way to get a real isometric view in game with UDK? By "real", I mean a real 2D view, like in the editor windows when set to Front, Top or Side. Or a 3D orthogonal view.
    I think it could be interesting to test on a side scrolling level.
    Any info appreciated!

    #2
    That's not an isometric view - isometric projection actually works like this:
    http://en.wikipedia.org/wiki/Isometric_projection

    Echochrome used the flaws of it as their key game mechanic.

    Although I get what you're asking for. You want to render the game multiple times the same way that the editor does (which by the way, is also not 2d, it is simply rendering from a particular perspective in 3d space, down a particular axis). You could in theory hack this using the splitscreen logic. Be warned, the cost on performance is expensive, as you'll be rendering the a large part of the whole game again for each view.

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      #3
      isometric projection actually works like this
      Yes, that's the kind of projection I was talking about. I called it "orthogonal" but maybe it wasn't the right word. Seems there are several words for this... In Blender, for example, this kind of view is called "orthographic".
      So, is this kind of view possible in UDK?


      You want to render the game multiple times the same way that the editor does
      That was not my initial idea but... It's a good idea! Could be integrated into a gameplay. I'll think about it...
      For the moment, I'd like to use an side orthographic view for a side scrolling level.

      ...which by the way, is also not 2d, it is simply rendering from a particular perspective in 3d space, down a particular axis
      When I say it's 2D, I mean that in Top, Side and Front view of the editor as well as in a modeling package, objects are displayed exactly like in a blueprint. If you would have to locate the camera displaying these views, you would have to locate them at an infinite distance from the scene and zooming "accordingly". That's not exactly the same as an ordinary 3D viewpoint. This kind of view is not perspective as apparent dimensions of the objects don't change according to the chosen point of view.
      Difficult for me to talk about this in english... At least, even if it's not right, I hope it's understandable.

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        #4
        Originally posted by edx76 View Post
        Yes, that's the kind of projection I was talking about. I called it "orthogonal" but maybe it wasn't the right word. Seems there are several words for this... In Blender, for example, this kind of view is called "orthographic".
        Orthorgraphic is another, similar projection to isometric.

        Originally posted by edx76 View Post
        So, is this kind of view possible in UDK?
        No, I don't believe it is.

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          #5
          So bad...
          So I can't make my Q-Bert Revival...

          Comment


            #6
            Originally posted by edx76 View Post
            So bad...
            So I can't make my Q-Bert Revival...
            Why? The only reason why the original was isometric orthographic was because it was done with sprites and pixels. Why can't you use perspective isometric? Its done in 3d right?

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              #7
              Because 3D isometric view is something like that

              [IMG][/IMG]

              which would perfectly fit for a remake.
              And it seems that you can only have this in UDK:

              [IMG][/IMG]

              Could be done with this kind of view but it's not really Q-Bert original style.

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                #8
                put a regular camera very very far from your characters and use a very very small FOV value. it won't be orthographic but if you just move the camera sideways you'll never notice the difference

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                  #9
                  Originally posted by Chosker View Post
                  put a regular camera very very far from your characters and use a very very small FOV value. it won't be orthographic but if you just move the camera sideways you'll never notice the difference
                  You get flickering "shadow" artifacts on geometry that is very far away from your camera with a low FOV.

                  I'm also interested in the Orthographic Camera. I'm sure the code is there for the Editor Cams, but I'm not sure we have access to it.

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                    #10
                    I'm sure the code is there for the Editor Cams, but I'm not sure we have access to it.
                    Yes, I don't think the code is available but no doubt it could be easily added in UDK for next releases.

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                      #11
                      Check this...

                      http://r3dstar.co.uk/?p=47

                      Comment


                        #12
                        Did you actually read the three year old thread you bumped?

                        Changing the camera position is not what was being asked, it was being asked if you could use isometric projection - the answer is still that you cannot.

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