- Joined
- Jun 6, 2008
- Messages
- 51
Hello Cinematographers!
While messing around with camera triggers and odd terrains, I noticed camera targets do not follow the terrain height map but instead follow a sort of camera height map, which is a smoothed out version of the terrain height map. The reason for this is clear to me; in maps with jagged terrain, cliffs, etc, if the in game cameras did not follow this smoothed out camera height map instead of the terrain height map, camera motion would be incredibly jumpy during games and cinematics using the Pan Camera to Point triggers.
For some projects, though, this feature becomes very irritating.
this camera height map does not seem to be packed into the map archive like the Terrain Height Map (war3map.w3e) or the doodad file (War3map.doo) but generated when the game loads.
While messing around with camera triggers and odd terrains, I noticed camera targets do not follow the terrain height map but instead follow a sort of camera height map, which is a smoothed out version of the terrain height map. The reason for this is clear to me; in maps with jagged terrain, cliffs, etc, if the in game cameras did not follow this smoothed out camera height map instead of the terrain height map, camera motion would be incredibly jumpy during games and cinematics using the Pan Camera to Point triggers.
For some projects, though, this feature becomes very irritating.
this camera height map does not seem to be packed into the map archive like the Terrain Height Map (war3map.w3e) or the doodad file (War3map.doo) but generated when the game loads.
- Does anyone know how to turn this feature off so that cameras follow the terrain instead?
- Does anyone know how (in math terms) the terrain height map is smoothed out to generate the camera height map?