I am trying to increase the max camera zoom to extreme distances. I can’t seem to set it past 400 via script. When I set it to large numbers like 10,000 then it just seem to only give 400 when I print that value.
400 is the absolute max without forking the camerascripts. Why would you need such large camera distances? Users on lower graphics quality wouldn’t be able to see past ~500 studs. If they zoomed out farther, they won’t be able to see their own character.
I am scaling the players character and at 20x size the camera felt too close. I didn’t realize lower graphics was clamped to distance values, I thought it was related to triangles drawn.
As a follow-up question, if the build was simple enough, would players with lower graphics be able to see fine?
Well, it depends on what you are asking. In short, the render distance is based purely on your graphics setting.
Asset rendering distances increase between GFX 1 and 8, it doesn’t matter if you only have 2 parts or 2000 parts within their respective ranges, they will get rendered. This is independent of how many triangles are being drawn.
Therefore, yes, if you were to reduce part count, lower end hardware could increase their graphics settings to see further, but this is something the user must change, the engine wont change a render distance for a given graphics setting -so I wouldn’t rely on this.
Rescaling the character to 20x their original size sounds like a huge red flag. Do you really need characters to be 100 studs tall?
There are alternative avenues to export such as making assets smaller to create the illusion of a large character, etc. Hop in the game and mess around with your graphics settings to see what we mean. GFX 1 rendering distances are surprisingly short.
What I am trying to create is the sense of extreme size differential from the smallest character to the largest, while creating the illusion that the largest size is the “normal” size.
Think: Ant Man
So what I am exploring is the smallest workable character scale and the largest. The best values if have found so far are 10x and 0.4x. 20x was an experiment.
10x scale seems like I can manage it, but maybe I need to do more testing. At below 0.4x character scale, movement and physics get very weird, if I could go smaller than 0.4 then I would start with a more sensbile maximum scale like 3x.
At 10x character scale being my largest size, what problems do you all fosee?
Anyone ever gotten down to very tiny scale and have the character move well?
I think I may need to look at modifying the mass of body parts or apply BodyForce to do help with the weird physics at small and large sizes.