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World War II Online is a Massively Multiplayer Online First Person Shooter based in Western Europe between 1939 and 1943. Through land, sea, and air combat using a ultra-realistic game engine, combined with a strategic layer, in the largest game world ever created - We offer the best WWII simulation experience around.

Infantry are unrealistically tall for WWII...20%?


jwilly
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Even if riding code existed, this wouldn't be possible just because of fit:

Stug_40_assault_gun_18.jpg

And these guys aren't even densely packed. 

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CRS (Toto) said in the early days that the infantry model was scaled to 75 inches in height. The average western European male of army age in 1940 was ~ 63.5 inches tall. 

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Such a seemingly minor thing to complain about, but in battle your profile makes a significant difference between life and death.

Edited by knucks
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The game's marketing is heavily focused on realism. Customers have noted many times over the years that the tanks seem unrealistically small. The actual problem is that the infantryman is too large.

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1 hour ago, jwilly said:

The game's marketing is heavily focused on realism. Customers have noted many times over the years that the tanks seem unrealistically small. The actual problem is that the infantryman is too large.

It might be more due to the camera positioning in 1st person when you are standing, which is higher than your eyeballs
but is going to take some collider work from dev side to set it at eyeball level.
I can not explain the specifics, has something to do with clipping and such, i do not really understand the infantry collider, it is a strange alien thing to me.

The infantry could possible be above average height, i dont have the ability to scale the models
but if you look at the screen shots i posted, and try to imagine being able to sit or lay the guys down
i don't think they are too far off?

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29 minutes ago, Merlin51 said:

It might be more due to the camera positioning in 1st person when you are standing, which is higher than your eyeballs
but is going to take some collider work from dev side to set it at eyeball level.

That's a problem, that means you could snipe people from behind a wall and all that would be showing from you is the very top of your helmet. That's a really bad thing to have in an fps.

29 minutes ago, Merlin51 said:

The infantry could possible be above average height, i dont have the ability to scale the models
but if you look at the screen shots i posted, and try to imagine being able to sit or lay the guys down
i don't think they are too far off?

It's not a huge deal, but 65 and 75 inches is a big difference in size of the model. Infantry does look too scaled compared to everything else giving the game a goofy look.

Edited by knucks
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The eye (camera) height when standing is actually set at the height of the eyes during the idle animation state (if you don't touch the controls for a while) Obviously the camera shouldn't be at that height for normal use, it does mean that it's slightly too high but not by that much.

The crouch camera height us quite wrong, I have a ticket to fix that.

Its the prone eye position that requires completely new animations and collision code in order to make it better.

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If--eventually--new/refurbished infantry animations were going to be done to address the prone camera-in-torso problem, maybe that could be a starting point for getting the infantry models corrected to a more realistic (average) height.

 

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