point of view on the view

Started by wOoDz, Fri 16/05/2003 23:07:38

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wOoDz

i would like some words of wisdom, this is the first room of my game, it still needs work but can i hell decide were to have the camera, the rooms after this where easy and are 99% done but this ones a pain!
a coffin runs along the wall (gui to far wall) PSP was doing weird shit so i couldn't do a screen shot :-\ i cheated with this one! where would you put the camera...oh better not answer that :P



woodz

Neole

I dont get it - is this a 3D renderin and you want to know where to place the camera before rendering? I think the placement should be in between the two left and right walls, and at around waist height for ideal 2d adventure play, but this one looks cool too if you make the walk areas properly.

edmundito

I would make it dead center, or slightly to the left (basicly one-point perspective) and put the green table on the left... also, probably add more detail to the background.

Privateer Puddin'

whats that, looks like a game editor?

wOoDz

the scene was done with TrueSpace 2, i'll do the finished versions with Truespace 5, its just version 2 is easier and faster to use, i added the GUI because the bottom half of the picture gets cut off anyway, the room bare because i took the objects out, its one of the  good things with 3D you can add all the object so they are in prospective, delete the set leaving the objects in the right alinement, altho for some reason they turn out half size!

thank for your comments ;D
woodz

Ali

You're using a really wide angle lens there and its perspective looks a little distorted - like CCTV.

I find myself doing the same because it's really difficult to get in the whole of a room at a narrow angle lens.

If you set your lens angle to 28 degrees you'll be simulating the level of
depth of human vision, but it'll be so narrow you won't be able to see the floor or the roof. Ah the fun of lenses.

Don't do that, but do use a somewhat narrower lens than that screen-shot shows. And don't worry about not showing the ceiling or a wall. Try looking at the placement of cameras in Grim Fandango or a similar game: sometimes you don't even see the door.

But don't listen to me. Netmonkey's idea could work really well - like looking in on a proscenium arch theatre.

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