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  1. #1
    Player
    Seirra_Lanzce's Avatar
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    Mar 2011
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    Gridania
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    2,938
    Character
    Kuro L'anzce
    World
    Masamune
    Main Class
    Gladiator Lv 70

    A Realm Reborn Camera handling change?

    so after watching over and over again the pre-alpha build of A Realm Reborn, and wonder did the camera function change?

    in the current 1.X, when you rotate the camera and there is this thing that suppose to block your character view will instead zoom into your character, this function I love the most since it emphasis of our character camera and not the environment.


    but when i get to see the gamescom and the 25th FF Anniversary videos, the camera handling is change to that of covering the character! D:

    if you guys see it in the video and test it on your character in game right now,(as i am now too) and see the video of the pre-alpha build.... What do you think?

    For my opinion zooming in would be much better, i mean the current camera handling is much much preferred than that of the one shown in the pre-alpha build.

    my next suggestion (on post #3) is to delete the obstacle view instead, and do not zoom in.

    as example what i mean is as below...


    Blue Line = Camera View
    Black Dot = Character
    Box = Obstacle

    (17)
    Last edited by Seirra_Lanzce; 09-08-2012 at 01:45 AM.

  2. #2
    Player
    Skeezix's Avatar
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    Mar 2011
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    Limsa Lominsa
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    92
    Character
    Buck Melanoma
    World
    Sargatanas
    Main Class
    Arcanist Lv 60
    Actually looking forward to no zooming. Pita for tanking.
    (9)
    @skeezixdilemma

  3. #3
    Player
    Seirra_Lanzce's Avatar
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    Kuro L'anzce
    World
    Masamune
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    Gladiator Lv 70
    Quote Originally Posted by Skeezix View Post
    Actually looking forward to no zooming. Pita for tanking.
    I too as a tanker find it a little bad because is going to cause me hard to see @_@, unless they change it to a way that rather than looking at obstacle, clearing the obstacle away is much better no?

    here another example of a prefered Camera handling.

    (17)
    Last edited by Seirra_Lanzce; 09-08-2012 at 01:45 AM.

  4. #4
    Player
    Astrix's Avatar
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    Jul 2012
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    Astrix Thethird
    World
    Sargatanas
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    Pugilist Lv 50
    That's a pretty good suggestion. its really annoying to tank with your back against the wall. Or if you're tanking a huge mob like... H-1 from CN~ You cant see anything. I hope they implement your idea
    (0)

  5. #5
    Player
    Seirra_Lanzce's Avatar
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    Kuro L'anzce
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    Masamune
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    Gladiator Lv 70
    Quote Originally Posted by Astrix View Post
    That's a pretty good suggestion. its really annoying to tank with your back against the wall. Or if you're tanking a huge mob like... H-1 from CN~ You cant see anything. I hope they implement your idea

    Thank you if you do like my suggestion, do hope to click the like button on post #3 to get some dev's attention
    (0)

  6. #6
    Player
    Skeezix's Avatar
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    Buck Melanoma
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    Sargatanas
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    I dunno, I find myself in any game getting into position and then panning the camera to whatever side allows me to see the rest of my team best. I'm sure they could create some kind of filter for obstacles for when your character in battle goes behind something it becomes transparent. Playing Wakfu right now and it is on a toggle button. Would be more taxing graphically I would think in 2.0 than Wakfu though.

    Edit: I'd be more happy with a true top down view though. If we were able to pan the camera farther up and not just away, we wouldn't have to worry as much.
    (1)
    Last edited by Skeezix; 09-04-2012 at 09:22 PM.
    @skeezixdilemma

  7. #7
    Player
    Seirra_Lanzce's Avatar
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    Kuro L'anzce
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    Quote Originally Posted by Skeezix View Post
    I dunno, I find myself in any game getting into position and then panning the camera to whatever side allows me to see the rest of my team best. I'm sure they could create some kind of filter for obstacles for when your character in battle goes behind something it becomes transparent. Playing Wakfu right now and it is on a toggle button. Would be more taxing graphically I would think in 2.0 than Wakfu though.

    Edit: I'd be more happy with a true top down view though. If we were able to pan the camera farther up and not just away, we wouldn't have to worry as much.
    Hmm you like playing some sort of Isometric View?
    (0)

  8. #8
    Player
    Skies's Avatar
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    Nov 2011
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    Ul'Dah
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    Character
    Y'ahte Tia
    World
    Zalera
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    Gladiator Lv 90
    I don't have much insight on this, but- I do have to say that the camera suddenly going "HUGS!" at my character when i'm moving it around and there is a god-forsaken leaf on the way is very, very annoying, specially when i'm trying to get a good angle to combo something on my Dragoon.

    However, your third suggestion. A long time ago I was talking with a friend of mine who's studying game-making, most specifically the graphical aspect. I suggested that to him since I was really, really angry at the camera, his immediate answer was "It is not that simple". I do believe that the solution you are asking for is actually unexpectedly complex, specially for game like this.
    (0)

  9. #9
    Player
    Hulan's Avatar
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    Alec Temet
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    Midgardsormr
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    Arcanist Lv 70
    Adding options C would not be terribly difficult. Just make a few small adjustments to the near Clipping Plane and turn culling on if it is not already. You would need to render the raw terrain (the actually ground, for instance) and character/NPC models on a separate render surface then merge the two images - basically a two-pass solution, one for the terrain and other characters that has a very tight near clipping plane, then a second pass for the features that has a near clipping plane equal to the distance from your character to the camera.

    It would actually reduce overall overhead by culling out any objects behind your character. Meaning less rendering in the end.

    Edit:
    Quote Originally Posted by Skies View Post
    However, your third suggestion. A long time ago I was talking with a friend of mine who's studying game-making, most specifically the graphical aspect. I suggested that to him since I was really, really angry at the camera, his immediate answer was "It is not that simple". I do believe that the solution you are asking for is actually unexpectedly complex, specially for game like this.
    If I was to hazard a wager, your friend was referring to the difficulty of removing a part of an object when your camera passes through it. That is the only flaw in the changes I mentioned above. DirectX is not designed to allow you to easily (okay with some fiddling it is possible) remove individual sections of a discrete mesh. This means that if there is a tree between you and the camera, the entire tree has to be removed, not just part of it.

    Edit Mk2:

    That being said, on further thought, I do not know if that solution would be advisable. Namely because it would cause objects to spontaneously pop into existence once they were in front of your character. A better solution would be to give the camera a collider that dispatched an event when it hits an object and automatically turns off the renderer on the struck object until the camera leaves the drawing volume of the object.

    This solution is a little slower, but significantly more robust.
    (0)
    Last edited by Hulan; 09-04-2012 at 11:03 PM.

  10. #10
    Player
    Seirra_Lanzce's Avatar
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    Kuro L'anzce
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    Quote Originally Posted by Hulan View Post
    Adding options C would not be terribly difficult. Just make a few small adjustments to the near Clipping Plane and turn culling on if it is not already. You would need to render the raw terrain (the actually ground, for instance) and character/NPC models on a separate render surface then merge the two images - basically a two-pass solution, one for the terrain and other characters that has a very tight near clipping plane, then a second pass for the features that has a near clipping plane equal to the distance from your character to the camera.

    It would actually reduce overall overhead by culling out any objects behind your character. Meaning less rendering in the end.

    Edit:


    If I was to hazard a wager, your friend was referring to the difficulty of removing a part of an object when your camera passes through it. That is the only flaw in the changes I mentioned above. DirectX is not designed to allow you to easily (okay with some fiddling it is possible) remove individual sections of a discrete mesh. This means that if there is a tree between you and the camera, the entire tree has to be removed, not just part of it.

    Edit Mk2:

    That being said, on further thought, I do not know if that solution would be advisable. Namely because it would cause objects to spontaneously pop into existence once they were in front of your character. A better solution would be to give the camera a collider that dispatched an event when it hits an object and automatically turns off the renderer on the struck object until the camera leaves the drawing volume of the object.

    This solution is a little slower, but significantly more robust.
    Great suggestion, overall im fine as long as it did not cover my character view is ok for me, it will be hard incase there is something that i should be watching out for but my character view is being block by obstacle, so either completely do not render what ever in between the character and our view or blurring or making it transparent what ever is in between the character and our view.
    (0)

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