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DidRocks
23
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Joined: 28th May 2003
Location: France
Posted: 28th May 2003 14:15 Edited at: 28th May 2003 14:20
Hello!
Well,I would like to know if somebody already thought on this problem... I would actually like to make move a 3d character in a prerendered 3d world as final fantasy 7,8,9 in the cities (not on the map of the world which is in 3d real time).

After i woke up my mind, and i think that i'm fronting whith 2 alternatives:
- > Is to create a world enough "basic" (made by boxes) for the collision detection (and also for the staircases), to post over a detailed file image taking again the various elements of the purified world, and finally, to return my 3d character over. But this system poses several issues: management of the dynamic components (ventilators, doors), management of the lights, and the fact that the character is shown or hidden...
- > My second solution is to create a true world 3d (long...) and "to fix the camera" in a corner.

If not... of other ideas of a system or a tutorial on this? How was that done in the professional games?

Thank you for any suggestion!
Rob K
Retired Moderator
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Location: Surrey, United Kingdom
Posted: 28th May 2003 14:21
I believe that the designers manually design a set of collision boxes (invisible) for each area. So use your prerendered screen as a backdrop, then make an editor to position cubes in the relevant places / scale / size / orientation and hide then when you run the game.

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rapscaLLion
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Location: Canada
Posted: 28th May 2003 15:11
not sure how Square did it, but I would recommend your second option, as in FF10.

Alex Wanuch
aka rapscaLLion
The Wendigo
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Location: A hole near the base of a tree in the US
Posted: 28th May 2003 23:49
Sounds good Rob. I might consider making an editor that creates "zones" instead of using 3D cubes as cubes have a lot of 3D appearance and other wierd directx stuff attatched to them. Simply create squares and rectangles (2d should work fine) and save the data in a UDT and test objects x y and z positions to see if they are in the zones or not. Just another Idea. Rob's way would probably be easier to implement though.

Current Projects: mini BSP maker 50%, Height Mapper with many features 75%, FPS/RTT Nameless at the moment 15%
Shadow Robert
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Location: Hertfordshire, England
Posted: 29th May 2003 00:10
there were two methods Square has used...
a Matrix background which provideds the prerendering and then a collision detection done though some collision areas not disimilar to old Point'n'Click Games.

second they used full 3D box areas and then within Maya simple projected the texture area onto them, this gave them 3D rather than 2D collision areas to work with.

there is also the third which was Dino Crisis's method of basically full 3D with sections of 2D rendering for puzzles.

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Avan Madisen
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Location: The Castle Anthrax
Posted: 29th May 2003 02:38
Hey

I've got an idea that might be worth trying, it's a bit complicated so I'll try to explain as simply as I can.

You could create the entire 3D world in DB but keep it separated from the characters on screen.

Then you could use a second camera to draw the background onto a bitmap setup the same size as the screen and grab that as an image.

Then hide the entire map so DB ignores it and use the grabbed image like a backdrop beneath the 3D characters.

I'd recommend using 'draw to back' and disable the backdrop for the main camera, then just paste the image onto the screen every frame.

Doing this will probably make the game run like lightning, since it'll only draw the background once each time the camera moves. After that it only needs to draw the characters and whatever special effects you use.

A few words of warning, this trick will have absolutely no zdepth interacting between the background and the characters, so careful positioning of the cameras and scenery would be needed so that no scenery appears on top of the characters when it should be behind them.

You could try to use multiple cameras with different draw ranges to produce separate 'layers' of scenery and put the 3d characters inbetween, but how you'd get images pasted both behind and infront of the 3D would be quite a challenge.

Avan

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That way there's more room for improvement!
Ian T
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Posted: 29th May 2003 23:09
I'm sorry if I'm missing your point, but-- although that idea is solid in theory... what's the point of wasting time using that trick? It'd be just as solid to use either one of the other two options. Seems like turning an object 360 degrees 500 times every loop...

--Mouse

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fluffyduck
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Joined: 19th May 2003
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Posted: 29th May 2003 23:59
Hi. I attempted this a while back, in trying to make a Resident Evil clone. I'll upload the source zip.

It involved 3D planes positioned and a wireframe collision box. I didn't know enough DBP to get any further with it - and frankly, can't be arsed now. Help yourself if you can find anything useful! The source should compile fine.

http://www.edslife.co.uk/ResidentEddie.zip

Amadeus
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Location: United States
Posted: 30th May 2003 07:50
Here's a suggestion I have: Perhaps I'm mistaken, but the way FF7-9 worked was this: Maya-drawn out scenes are created, the camera is set, and then an image is saved. Once that image is saved, it's time to make a big jig-saw puzzle out of it. By "cutting" out parts of the image that would usually go over the user and replacing them with black, thus, the backdrop is created. Next, you just paste the sprites over the black areas and make sure they go in front of the characters (probably a good way to do this is to make the backdrop you use a MAKE OBJECT PLAIN that is LOCKED and use SPRITES for things in front of the character). Then, you simply take the cut-out sections into something like Adobe Photoshop and blur and smooth out the edges, so that they flow into the backdrop. This would take a few extra hours to finish than the other ways, but wow! think of the time save!! Even your lowest end users could whip out whopping 40 and 50fps, that is, if your characters have low-poly versions that the user can set. All-in-all, you have good and bad from this. Good is speed, bad is well, a fixed camera can be hard to work with, especially if you decide middrift you wanted to position it somewhere else in the zone. Well, that's my 2 cents.

Cheers,
Drew

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indi
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Location: Earth, Brisbane, Australia
Posted: 30th May 2003 08:05
I have a 3d prerender script for automation on my site if u want it

Nilrem
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Location: United Kingdom
Posted: 30th May 2003 13:28
Does it work (or any of your free-code on your site) work in DBP? If so, which ones please?

I hear and I forget. I see and I remember. I do and I understand.
DidRocks
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Joined: 28th May 2003
Location: France
Posted: 1st Jun 2003 17:01
indi: why not? i'm interressed in it!
Thanks all for your answers. It's up to me, now

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