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How to make a entity always visible
#286166
08/23/09 15:54
08/23/09 15:54
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Joined: Aug 2009
Posts: 1,438 Spain
painkiller
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Posts: 1,438
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Hi, i'm making a space shuttle simulator, and i have a problem. I've set the camera.view_far to a very big number, but the moon is sometimes clipped. There is anyway to make the moon always visible?
3D Gamestudio A8 Pro AMD FX 8350 4.00 Ghz 16GB RAM Gigabyte GeForce GTX 960 4GB
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Re: How to make a entity always visible
[Re: Cowabanga]
#286256
08/24/09 09:59
08/24/09 09:59
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Joined: Aug 2009
Posts: 1,438 Spain
painkiller
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but if i delete the camera.view_far it will reurn to the 50000 default value no?
3D Gamestudio A8 Pro AMD FX 8350 4.00 Ghz 16GB RAM Gigabyte GeForce GTX 960 4GB
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Re: How to make a entity always visible
[Re: bart_the_13th]
#286447
08/25/09 11:13
08/25/09 11:13
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Joined: Aug 2009
Posts: 1,438 Spain
painkiller
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if i do a scale smaller, the spaceship will be seen cutted, the clip_near is 1, the minimun, what is the complicated way?
3D Gamestudio A8 Pro AMD FX 8350 4.00 Ghz 16GB RAM Gigabyte GeForce GTX 960 4GB
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Re: How to make a entity always visible
[Re: painkiller]
#286451
08/25/09 11:22
08/25/09 11:22
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Joined: Aug 2008
Posts: 482
bart_the_13th
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Posts: 482
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I guess you can scale the moon and reposition it using :
my.scale_x=my.realsize.x*0.1;//rescale moon position
my.scale_y=my.scale_x;
my.scale_z=my.scale_x;
vec_lerp(my.x,camera.x,my_realposition.x,0.1);//rescale it distance to camera
But it will have problem if something collides with the moon when it supposedly not.
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Re: How to make a entity always visible
[Re: bart_the_13th]
#286463
08/25/09 12:24
08/25/09 12:24
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Joined: Aug 2009
Posts: 1,438 Spain
painkiller
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but if you travel with the spaceship to the moon you will see it very small
3D Gamestudio A8 Pro AMD FX 8350 4.00 Ghz 16GB RAM Gigabyte GeForce GTX 960 4GB
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Re: How to make a entity always visible
[Re: painkiller]
#286630
08/26/09 08:56
08/26/09 08:56
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Joined: Aug 2008
Posts: 482
bart_the_13th
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Posts: 482
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Oh, sorry, I forgot that the scale function should be:
my.scale_x=my.realsize.x*scale/vec_dist(my.x,camera.x);//rescale moon position
While scale is a variable that you got to figure somehow. I think it has somthing to do with camera.arc
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