Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

DarkBASIC Professional Discussion / pre rendered backgrounds

Author
Message
Belthazor
20
Years of Service
User Offline
Joined: 13th Jul 2004
Location: Lafayette,Louisiana
Posted: 28th Nov 2005 23:24
anyone know how to code the process of going from outside to inside a building when using pre rendered 2d backgrounds ?

Tryin hard...
zircher
22
Years of Service
User Offline
Joined: 27th Dec 2002
Location: Oklahoma
Posted: 30th Nov 2005 05:32
I think you need to be more specific. Are you talking about fades and transitions? Are you wanting to zoom a region of the screen to reveal a new background image? Do you simply want to load new background images after the first?
--
TAZ

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
Cash Curtis II
20
Years of Service
User Offline
Joined: 8th Apr 2005
Location: Corpus Christi Texas
Posted: 30th Nov 2005 05:36
It sounds like you're trying to do a 2D game with different image layers scrolling independently of each other, right? Like all of the Super Nintendo games did to great effect back in the day.

In that case, set the z-order of the sprites, and paste them to the screen in the same order, then sync.

AtomR
22
Years of Service
User Offline
Joined: 4th Apr 2003
Location: Portugal
Posted: 1st Dec 2005 01:48
I think he means prerendered sceneries to interact visually with 3d objects. Like in Final Fantasy 7/8/9 and most games of the Resident Evil series.

@Belthazor: I've messed with some code for a bit and came up with this code in the attached file.
I created a scene in my modeller, placed the camera and took a pic.
Then i edited the scene to remove some of the quality/polys and exported it to an .x file (scene.x). The camera in the game has to have the same position and field of view as the camera used to take the pic so in the modeler I created a sphere in the exact same place as the camera to act as placeholder for the camera ingame and exported that sphere as cam.x. I also took note of the vertical field of view angle to setup up my game camera properly later. Note that this camera is pointing to position 0,0,0 of the world so I don't need to create a placeholder for the camera's target otherwise i'd have to create another sphere so I could point the camera to its position.
After this i just assembled it together in the program.

In reality this shouldn't work because object 1 is alpha mapped to a value of one which should render it invisible and show the red sphere behind it but it's taking advantage of the transparency "bug" (is it a bug?) where a transparent object that is drawn first than a solid object will still occlude the solid object as if it was visible.

I hope this was simple enough to understand and that u can take advantage of this.

Take care
AtomR

Attachments

Login to view attachments
Tapewormz
22
Years of Service
User Offline
Joined: 15th Sep 2002
Location: Winnipeg, Mantoba, Canada
Posted: 1st Dec 2005 08:33
He's got a thread open in the 2D forum. This is kinda a cross post. He's talking about an isometric view game. Using 2D sprites generated in a 3D program.

I tried explaining this to him already.

AtomR
22
Years of Service
User Offline
Joined: 4th Apr 2003
Location: Portugal
Posted: 1st Dec 2005 13:06
I read his post in 2d forums and he states he wants the FF7 kind of 3d/2d interaction. I'm pretty sure this is what he wants.

Here is the same thing but with two cameras now. I tried using DBPro's multiple camera possibility but for some reason it didn't work so i did it with one single camera 0.

Take care
AtomR

Attachments

Login to view attachments
Tapewormz
22
Years of Service
User Offline
Joined: 15th Sep 2002
Location: Winnipeg, Mantoba, Canada
Posted: 1st Dec 2005 13:19
Possibly,...so what he's asking for is a backdrop or skybox? I didn't see any 2D stuff in that example, just 3D things.

AtomR
22
Years of Service
User Offline
Joined: 4th Apr 2003
Location: Portugal
Posted: 1st Dec 2005 15:39 Edited at: 1st Dec 2005 16:10
the only 3d thing u see in the example is the red ball. The rest is a prerendered 2d background. All other 3d is hidden.

This may look useless in this example but in infinitelly more impressive pre-rendered backgrounds it isn't. Because you can have realistically prerendered images for the background and use a low polygon object to make it look like the 3d objects are really in a 3d scene when in reallitry they are just in a set LOL

-EDIT-

In the program there are 1014 polygons being rendered per frame. The scene used to render the background pics have 9192 poly. Huge difference not to mention the shadowing.

If u substitute the background pics with these pics here you are adding to background detail without adding render time. U still have 1014poly in game but now its from a scene with 225792 polygons.

Granted this technique isn't used much in todays games with the power of todays consoles and pc graphics cards these can be achieved in realtime 3d but its still a great technique for detail especially for us that can't get the full power of todays technology. Yet.

Take care
AtomR

Attachments

Login to view attachments
Tapewormz
22
Years of Service
User Offline
Joined: 15th Sep 2002
Location: Winnipeg, Mantoba, Canada
Posted: 2nd Dec 2005 01:42
Ah, for like a monkey island quest type adventure game. I see. I didn't look at the code, I'll check it out later (I'm at work). Is it using sprites?

Login to post a reply

Server time is: 2025-06-05 20:49:49
Your offset time is: 2025-06-05 20:49:49