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 / creating seamless isometric tiles from 2d textures??

Author
Message
Duffer
22
Years of Service
User Offline
Joined: 9th Feb 2003
Location: chair
Posted: 29th Sep 2014 23:42
Has anyone written a program to do this or is anyone aware of a program that can do this simply?

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
seppgirty
FPSC Developer
15
Years of Service
User Offline
Joined: 3rd Jul 2009
Location: pittsburgh, pa.
Posted: 30th Sep 2014 01:50
This is a long shot but you can try this. It's free.

http://www.ultimateworldcreator.x10.mx/

gamer, lover, filmmaker
ShellfishGames
12
Years of Service
User Offline
Joined: 6th Feb 2013
Location:
Posted: 30th Sep 2014 02:25
If the texture itself is seamless, it's not much of a problem and relatively easy to program.

A few weeks ago I wrote this piece of code:



Which will turn your texture into isometric perspective - can't guarantee it will work (with any texture) though, but I uploaded the whole package including an example texture that should hopefully work on any PC; you can press right/leftkey to rotate the point of view.
Setting the angle parameter to 45° in the code will create the usual isometric perspective. If you use this, you might want to play around with the fy# value just before the for loops in the first function. It sort of defines from what height you view the texture. I guess a value of 2.0 (or 1.0/0.5) would be the usual "two pixels right one pixel up" kind of thing.

Well, in general there are two approaches to converting the image with code:
1. You start from your texture and project each individual pixel into "isometric space" (formula being something like (screen x, screen y) = (texture_x - texture_y, -0.5*(texture_x + texture_y)) I believe), or..
2. and that's what the above code does, start from the desired output image, project the pixels back from "isometric space" to your texture and read the pixel colors from there (ideally interpolated, which is why the code blends 4 colors into one, just basic linear interpolation).

Otherwise, there probably are programs that are able to do this. If not, I should be able to compile a simple program that does the job relatively quickly - or you do it yourself, given the above code makes any sense to you.

Attachments

Login to view attachments
Green Gandalf
VIP Member
20
Years of Service
User Offline
Joined: 3rd Jan 2005
Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 30th Sep 2014 16:43
Or you could use this:

seamless texture utility



Powered by Free Banners
Duffer
22
Years of Service
User Offline
Joined: 9th Feb 2003
Location: chair
Posted: 5th Oct 2014 12:31
@ ShellfishGames & GreenGandalf,

Thanks for the useful links and tips!

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
Green Gandalf
VIP Member
20
Years of Service
User Offline
Joined: 3rd Jan 2005
Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 5th Oct 2014 15:59
You're welcome.



Powered by Free Banners

Login to post a reply

Server time is: 2025-05-19 04:40:40
Your offset time is: 2025-05-19 04:40:40