PlaneShift
Support => Technical Help: IN GAME bugs (after loading world) => Topic started by: Skner on July 31, 2006, 01:25:00 pm
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Not sure if one like this is already here, if there is, show me a link and delete this topic..
examples:
my camera thingy is being rather annoying cause when i walk down a stair, i see the other side of the stair instead of myself. im using third person view..
i pop up in the dr (probably cause i died.. :p) and i see the big round thing from the other side which im not supposed to see, i cant see myself or anyone inside of that spawning point in the dr...
my girlfriend once had the same problem but i have no idea how we fixxed it...anyways is there a solution to this? cause she isnt having problems with it anymore...
as i said, if theres a topic about this already, link me trough cause im not going to spend a whole day to find the correct words to find this specific issue...
oh btw i have the windows xp version of ps :)
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I guess the camera needs a little bit bigger bounding box/sphere to avoid diving into the scenery.
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Try this: -> Third person follow (http://hydlaa.com/smf/index.php?topic=24453.msg270906#msg270906).
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thanks...
like laragorn said, i feel like a true noob... :-[
you guys can delete this thread now ;)
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Don't. We all make mistakes and dont check stuff. Hey- we're human. And humans aren't perfect. :)
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I have the same problem as skner. Usually the camera has correct colision dectection and stops when it hits a wall, but sometimes it can go through the walls and floor. On the Ojaroad, i found a piece of bread stuck in a wall by accident this way. It's really annoying because sometimes i see an onionskin of where my mouse was, and sometimes it sends me to the death realm (fell off the edge of the world bug). What is wrong? Is there a bug in camera collision detection? This isn't really important, but it's kinda annoying.
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I guess the camera needs a little bit bigger bounding box/sphere to avoid diving into the scenery.
... because with a too small bounding box, half of the camera is able to dive through the wall -- and too near objects (Z-buffer (http://en.wikipedia.org/wiki/Z-buffering) near plane / viewing frustum (http://en.wikipedia.org/wiki/Viewing_frustum) culling), or faces oriented away from the camera (backface culling (http://en.wikipedia.org/wiki/Backface_culling)), are not drawn to improve rendering performance.