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Clipping distance/Engine view setting

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    Clipping distance/Engine view setting

    Is there a way to change the clipping distance for the camera? No matter what I try, all meshes and BSP cut off at 65,536 UU. I am trying to make a map with a huge deco as the sky, and have an ocean that stretches out very far. I have not been able to fix this, and I am wondering if there actually is a way to make the engine cut off at a different setting- for example, 100,000 UU instead of 65,536.

    #2
    You can't change that engine limit, but you can instead make a moving skybox (change location in relative to player location) to make it look like its part of the level. As example (you have to compile this code):
    Code:
    Class MyMoveableSkyBox extends SkyZoneInfo;
    
    var() vector SkyBoxRelativeOffset;
    var() float SkyScale;
    var SkyboxMover MyMover;
    
    simulated function PostBeginPlay()
    {
    	Super.PostBeginPlay();
    	if( MyMover==None && Level.NetMode!=NM_DedicatedServer )
    	{
    		MyMover = Spawn(Class'SkyboxMover');
    		MyMover.MovingSky = Self;
    		MyMover.Offset = SkyBoxRelativeOffset+Location;
    		MyMover.Scale = SkyScale;
    	}
    }
    
    defaultproperties
    {
    	bStatic=False
    	RemoteRole=ROLE_None
    	Scale=1
    }
    Code:
    Class SkyboxMover extends Info
    	NotPlaceable;
    
    var PlayerPawn CachedPlayer;
    var vector Offset;
    var float Scale;
    var Actor MovingSky;
    
    simulated function Tick( float Delta )
    {
    	if( CachedPlayer==None )
    	{
    		CachedPlayer = Level.GetLocalPlayerController();
    		if( CachedPlayer==None )
    		{
    			Destroy();
    			Return;
    		}
    	}
    	MovingSky.SetLocation(CachedPlayer.CalcCameraLocation*Scale+Offset);
    }
    I can show some example useage of this once I have some time.

    Comment


      #3
      I've seen the scaled skybox movement thing- I already know about that. I was wondering if there is a "hack"(so to speak) that allows the engine to render farther out.

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