Topic: real world scale problem and camera jumps like crazy
The problem:
the UFE example-characters are scaled in size by 3.6 and 4 and EVERYTHING seems to be internally adjusted to this.
Caused major problems:
- you can not use already created terrains, since you can not just scale the terrain object like any other mesh-object, and creating terrains from scratch is also hard when they are not in real world scale
- it causes lighting artifacts (you see fast changing pixel-noise created by light/shadow )
- you lose a lot of resolution from the skybox (this is because of the zooming of the camera, but it is related to the problem), so the other scaled objects at least do not lose resolution, but the skybox does, it is like when you zoom into a smaller part of a picture and stretch it to the full screen size, of course it looks pixelated
I've tried so many different settings and combinations on the camera-setup, but nothing helped:
- when you have your characters in real world size you can't get the camera that close. Reducing the distance moves the camera a bit closer, but only to a certain internal(?) value and it can't get below that value, even when you reduce the number further
- disabling the zoom makes the camera rotate like crazy and most times you even do not see the characters at all
So the most important question to this is: What is the reason to have the characters scaled that big? Is it just because played around to have physics feel good and kept that value? Or is it something we even can not work against to solve?