Marcousik Posted February 20, 2017 Share Posted February 20, 2017 2 points: 1) I cannot see the difference between infinite and max. 2) I wish the possibility to use a longer view distance between "far" and "max" because using "far" gives a too short view of the world, and "max" just like "infinite" is making the game too heavy. Can we get something like this ? thx I'm just thinking/asking: As "far" gives a relative short view distance, is this really useful to give the options "near " and "medium" ? A view distance about 2x or 3x the "far" distance would be great... 1 Quote Link to comment Share on other sites More sharing options...
macklebee Posted February 21, 2017 Share Posted February 21, 2017 LE2 had the ability to change the entity view ranges to custom values using a global setting. LE4 may have this as well, but it doesn't appear to be exposed to lua. Agree that it would be nice if some of these settings could be user defined. LE2: SetWorldCullRange C++: void World::SetCullRange( flt nearrange=50, flt mediumrange=250, flt farrange=500 ) BlitzMax: SetWorldCullRange( nearrange:Float=50, mediumrange:Float=250, farrange:Float=500 ) Sets the current world's entity view ranges. 2 Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Marcousik Posted February 21, 2017 Author Share Posted February 21, 2017 I didn't know this, thx macklebee, that would be exactly what I need, maybe is there an actual translation to lua ? Quote Link to comment Share on other sites More sharing options...
macklebee Posted February 21, 2017 Share Posted February 21, 2017 Nope - if it does exist in LE4, it is not exposed to lua at the moment that I have found. Also, regarding your question about the difference between Max and Infinite: They both appear to take you to the far range of the camera's view range - so there does not appear to be any functional difference. Keep in mind the LE4 settings right now for view ranges are different from LE2: Near = 15m Medium = 30m Far = 100m Max = 1000m (or whatever the camera's Far view setting is if changed from default) Infinite = 1000m (or whatever the camera's Far view setting is if changed from default) example code: window = Window:Create("entity viewrange example",0,0,800,600,512) context = Context:Create(window) world = World:Create() camera = Camera:Create() plane = Sprite:Create() plane:SetPosition(0,0,15) plane:SetColor(1,1,1,1) plane:SetViewRange(Entity.NearViewRange) plane.viewrange = "Near = 15m" plane:SetSize(10,10) toggle = 0 while window:KeyDown(Key.Escape)==false do if window:Closed() then break end if window:KeyHit(Key.Space) then toggle = 1 - toggle if toggle==1 then camera:SetPosition(0,0,-1) else camera:SetPosition(0,0,0) end end if window:KeyHit(Key.D1) then plane:SetViewRange(Entity.NearViewRange) plane:SetPosition(0,0,15) plane.viewrange = "Near = 15m" end if window:KeyHit(Key.D2) then plane:SetViewRange(Entity.MediumViewRange) plane:SetPosition(0,0,30) plane.viewrange = "Medium = 30m" end if window:KeyHit(Key.D3) then plane:SetViewRange(Entity.FarViewRange) plane:SetPosition(0,0,100) plane.viewrange = "Far = 100m" end if window:KeyHit(Key.D4) then plane:SetViewRange(Entity.MaxViewRange) plane:SetPosition(0,0,1000) plane.viewrange = "Max = 1000m" end if window:KeyHit(Key.D5) then plane:SetViewRange(Entity.InfiniteViewRange) plane:SetPosition(0,0,1000) plane.viewrange = "Infinite = 1000m" end Time:Update() world:Update() world:Render() context:SetBlendMode(Blend.Alpha) context:DrawText("plane's View Range: "..plane.viewrange,2,2) context:DrawText("Camera Distance from plane: "..camera:GetDistance(plane),2,22) context:DrawText("Press 1, 2, 3, 4, or 5 to change view ranges",2,42) context:DrawText("Press SPACE to move plane IN/OUT of the view range",2,62) context:SetBlendMode(Blend.Solid) context:Sync(true) end 1 Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Marcousik Posted February 21, 2017 Author Share Posted February 21, 2017 Yes great idea. There is a lack at about 500m or 700m, would make more sense than 2 options used for 15m and 30 m, I think. A SetWorldCullRange() function would be the best. Edit I played the beta version of tom' clancy Wildlands and I must say this is a very impressive open-world as I see how much work it is, trying to build a little piece of such a thing. Well after this, I'm thinking the view distance settings like there are in Leadwerks actually are not that bad because in such open world games those 2 distances (far and infinite) will be used by lower graphic options: Infinite can only be seen Buildings, rocks and a few trees, Far view is used for all the rest of the models that only appear as the player approachs them. So you obtain a (relative) good view of the world. I will try this Quote Link to comment Share on other sites More sharing options...
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