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3 Dimensional Chat / Sprites in a 3D world

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krannock
21
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Joined: 19th May 2003
Location: United Kingdom
Posted: 25th Nov 2003 11:21
Hi guys,

i know that a sprite is effectivly an image on a 3d plane.
is it then possible to have it move around in 3D space as tho it was a 3D object?

this would really solve a small problem i have at the mo.

thanks.

Bored at work!!! thinking of DBPro stuff.

Smile it could be worse....I smiled...it got worse!
Dimension
21
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Joined: 23rd Nov 2003
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Posted: 25th Nov 2003 12:04
If I understand you correctly what I would do is texture a box and use that for a image.
krannock
21
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Joined: 19th May 2003
Location: United Kingdom
Posted: 25th Nov 2003 14:00
thought about the flat box idea but the ability to manipulate the sprite would be a big help. eg stretch, flip, rotate etc
I would say this would be easier with a sprite based object than a 3d box. thats if its possible.
the idea was to be able to have a 2d sprite based character moving around a 3d world.
probably a bit wierd but it would have been good for the concept i want to achieve.

still bored! .... whens home time......dammm.

Smile it could be worse....I smiled...it got worse!
JeroenNL
21
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Posted: 25th Nov 2003 14:30
Having a single textured polygon and being able to stretch, flip, scale etc would be the easiest solution (sprites are out, polygons are in )

Use DeleD to get skilled in 3d editing! Visit http://www.gamefortress.com/delgine for more info.
las6
22
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Joined: 2nd Sep 2002
Location: Finland
Posted: 25th Nov 2003 14:45
JeroenNL, well.. you can't separate the two in DBpro. Sprites are polygons in it! ;D

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M00NSHiNE
21
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Joined: 4th Aug 2003
Location: England, UK
Posted: 25th Nov 2003 15:00
I think in Pro, sprites are locked to the screen as if they were 2d, which is why theyre sprites.

If you want to move a flat image around in 3d space, eg like the enemies in Doom or Duke Nukem 3d, then you should use a 3d plane, textured with an image. Retexturing each loop or update provides animation.

ZEDWARE website coming soon... //END TRANSMISSION//
krannock
21
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Joined: 19th May 2003
Location: United Kingdom
Posted: 25th Nov 2003 15:38
i did wonder about the fact that sprites would be fixed to the 'screen' plane.

suppose its just down to the 3d plane and a bit more time.

thanks for your comments anyway guys.



Smile it could be worse....I smiled...it got worse!
zircher
22
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Joined: 27th Dec 2002
Location: Oklahoma
Posted: 25th Nov 2003 21:43
To make your 3d planes act like sprites, just use this handy command:

POINT OBJECT Object Number, X, Y, Z

For X,Y,Z, just use the location of the camera and your planes will always orientate themselves properly.
--
TAZ
Genesis Rage
21
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Joined: 5th Oct 2003
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Posted: 25th Nov 2003 22:16
so because 2D sprites are in actuallity 3D plains 'locked' to the screen... would that be the best way to make on-screen items (health, ammo, etc...)?

i know with DBC it was a big performance hit when mixing 2D and 3D... think DBP has a hit also, just not as big... could someone clarify this for me... and correct me if im wrong?

Pincho Paxton
22
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Posted: 25th Nov 2003 22:36
Sprites are 3D objects in DBPro, there should be no speed problems.
zircher
22
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Joined: 27th Dec 2002
Location: Oklahoma
Posted: 25th Nov 2003 23:43
I hear that, but I don't believe it. When I created a sprite based menu system for my latest project I got a big kick in the teeth when it came to speed.

Of course, I'm also using transparent and translucent sprites...
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TAZ

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las6
22
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Joined: 2nd Sep 2002
Location: Finland
Posted: 26th Nov 2003 11:52
it's true, they slow down, in some cases.
I tried to do borders for my project the "wrong way". 1024x768 .png with transparency. (it didn't take that much space, it was mostly two-colored.) Using that as sprite drops my fps by 10.

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M00NSHiNE
21
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Joined: 4th Aug 2003
Location: England, UK
Posted: 26th Nov 2003 13:47
I was told that if you use sprites in DBPro for health bars etc, then if you turn the backsave thing off then it speeds up. I havent tried it though.

Should be the SET SPRITE command.

ZEDWARE website coming soon... //END TRANSMISSION//
zircher
22
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Joined: 27th Dec 2002
Location: Oklahoma
Posted: 26th Nov 2003 15:30
The menu is actually smaller sprites that 'float' in the corners, but I hear ya about using mega sprites. I can't remember if I tried backsave or not. Is that a vialable option for see-thru sprites?
--
TAZ
WaNnAbE
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Joined: 15th Nov 2003
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Posted: 26th Nov 2003 18:07
I also had this idea and problem. I wanted all the characters to be sprites in a 3d world. So I decided to use a textured polygon, but my character permanently had a black rectangle around him. Does anyone know how to do transparency like this in DBClassic?

[A witty, geek culture comment goes here]
Andy Igoe
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Joined: 6th Oct 2002
Location: United Kingdom
Posted: 26th Nov 2003 21:51
I did this in my missile command project.

The key dissadvantage here is that the sprite layer is placed over the top of all 3D so will never be oscured by things infront of it.

All I did with mine was store their position in 3D space and convert that to 2D when I wanted to display them, then I simply rescaled the size of the sprite based upon distance.


God created the world in 7 days, but we're still waiting for the patch.

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