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ut2003-rendering distance
Posted: Sat Jan 03, 2004 12:42 am
by ramjet
hi all , Does any one out there know how to increase ut2003's rendering distance further than 65536 about 1.4 km. Unreal-II lets you change the far clipping plane in level info to whatever you want. It gets very anoying making real world outdoor maps and having to add fog to hide the redraws in distance. In U2 i can visibly see 8 km on map so your far hills look like far hills
thanks hope someone can point me in the right direction[/i]
Posted: Sat Jan 03, 2004 3:27 pm
by TKATK
in player options theres field of view
Posted: Sat Jan 03, 2004 6:35 pm
by Kyllian
He's talking about mapping
I don't know if you can increase the culldistance farther than that
Posted: Sat Jan 03, 2004 7:38 pm
by jeditobe1
FoV is the width of your viewing area i beleive.
Anyways, clip plane on UT2k3 maps is determined by zoning to split the map up into seperately rendered sections.
re- rendering distance
Posted: Sat Jan 03, 2004 9:45 pm
by ramjet
Sorry guys the ut2003 engine limits its rendering to 65536 so that is the largest map size you can visibly see all, go from diagonal to diagonal it will clip. A map 262744 in size you can only see 65536 units ahead then as you move forward the engine draws ahead the same distance. THIS IS CONTROLABLE IN UNREAL2 why not ut2003 Someone must know how to change the limits. I emailed UDN Guess What RIGHT NO REPLY
thanks so far keep thinking
Posted: Sat Jan 03, 2004 11:03 pm
by TKATK
without the fog the map would lag so much it would be unplayable with a system below 2.8ghz,256mb ram,at low setting
now who wold play it
U2 is more single player/large space oriented and so it is more like optimized for it so it doesnt lag