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I need ot hide UI for screenshots :D
When I click and hold the mouse wheel (the button within the wheel itself) and move the mouse down, I expect the camera to tilt down, but by default it actually tilts up towards the sky. Same with the x axis, when I click and hold the wheel and move the mouse left, the camera actually tilts towards the right. To me, this is backwards, I would like both settings inverted (or better yet, an option made available). Am I making sense? do you have the skills to do this?
Dynamic Res is definitely doing something funky. With your mod and nlight's camera mod I have to scroll right out before I activate it or I get weird lines that converge on the horizon and then a milky fog across the whole scene. I think it's something to do with tilt shift, because once you scoll out far enough to disable that the cameras both work fine (barring fov control in yours) - but then tilt shift doesn't work either.
So that's yours and nlight's own camera mod that Dynamic Resolution conflicts with in some way. Rather disappointing, but at least I know why your fov wasn't working now!
@surlely. Respectfully I inform you that you are incorrect sir. Um3k has raycasting against terrain, bridges, service bridges and pedestrian bridges. I don't think it would be very hard to add horizontal Rays to test collision with building... Or vertical Rays to let you climb stairs. Anyway, ask to see um3k's code if you want see what I'm talking about. Look into the NetManager class, it is HUGE and gives so much functionality to modders!
Edit: To be specific, it's part of Assembly-CSharp. One of the classes is NetManager and it contains the raycasting methods.
@kinnikunky The majority of eye level cameras are simply using a default unity function to find the Y height according to the camera's current X and Z coordinates, and then they just add 45 or so to the Y height that it returned and makes the camera's Y height match that. This only works for terrain, not for roads or buildings. I'm trying to make mine work for buildings and roads, but if the damand is high, I'll just add support for that.
This is most peculiar. Being able to alter fov is one of my most wanted features!! Is it working fine for everyone else?
Also just if people are wondering what I experimented with, I attempted to add a Linecast trace where if the camera got too close to any surface with collision it would set its height to the cast hit point + 45. However, the cast hit would always return false, which made me come to the conclusion that C:S does not use unity physics in any way. If a C:S dev is reading this, could we get more api documentation?
Thanks for your continued work on this mod, it's a must-have for me.
Mostly I'm interested in looking into collision detection... It seems the other "eye level" mods are using the height map. I tryed simply attaching a CapsuleCollider to the camera object but it doesn't seem to trigger when I run into things. I'm guessing the other objects and the ground dont use colliders? Have you had any luck with this?
Also, Camera.main.nearClipPlane = 0.1f; if you'd like the camera not to clip from so far away.
Thanks again, good luck / skill!
Have you thought about hotkeys for camera speed? Like hold shift to sprint and hold alt to slow down?
I'm having one problem though: zooming doesn't work for me. Right Click + dragging doesn't move the camera at all. I'm using a Logitech G600. Also, I scroll and scroll and scroll, but the speed change is imperceptible. It might be that I've reached the slowest speed and that's why I'm not noticing it, but I'd certainly appreciate an even slower bottom speed for fine tuning those screenshot angles.
Either way, thanks for the hard work.
-have the mod not go through the floor
-have a slower speed, perhaps by pressing shift
-have it work in follow mode,(and allow camera rotation while following)
-when selecting follow mode, have the camera not readjust angle. Have it keep the same angle as just before following. This way, switching between sims/cars keeps the same perspective.
-have the cam in follow mode stay at the same height.
Somehow related would be an option to slow the game down one speed. A realistic speed at a lower view following angle generates the proper perception to create the illusion that you are, living so to speak, in the city.
Also the mod has been updated!
http://www.reddit.com/r/CitiesSkylinesModding/comments/2yt6oh/updating_mods_is_possible/
Other developers can check here for how to update.