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Re: [Adonthell-artwork] first real map gfx


From: Kai Sterker
Subject: Re: [Adonthell-artwork] first real map gfx
Date: Thu, 14 Mar 2002 22:08:04 +0100

On 14 Mar 2002 21:36:02 +0100 Alexandre Courbot wrote:

> > That's a wonderful grass tile :). And a beautiful water animation as
> > well. I just think we shouldn't leave it at that. Wouldn't it be way
> > cooler if the water was translucent and you could see the riverbed
> > shimmering through? (No pollution on Adonthell, yet!) That would
> > mean another layer below the water, but with the new mapengine
> > that's no longer a problem. 
> 
> The idea I rised in my previous mail would imply this. Ah, cool! I'll
> have something to think about during my train travel tomorrow ;)

Hm. Maybe that's where height levels would be useful. I am not sure that
the idea I have in mind will work, but perhaps it gives you some
inspiration.

Basically, each (flat?) object would have a height level, i.e. how many
pixels it is above ground.

For example, a flat object (A) with a level of 10 would cover the 10
bottom pixels of object B with level 0. If object A is translucent,
we'll have the desired effect. For the mapengine that means that it
needs to draw the bottom region of B, then draw the complete A and
finally the upper region of B. Don't know if that can be easily done.

That way you could also have grass that goes up to the character's knees
which would still look good when walking vertically. All you need is to
set its level (or z value) a bit higher than the ground.

Kai



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