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2D All the way! / 2d map using 3d tiles, camera question??

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CRubbish
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Posted: 5th Mar 2004 02:53
Im working a 2d rpg style game but done with 3d plains. I dont know if i should post this here or in 3d but my problem is that i want the camera to look down on the plains to make it look more "top down" view. Any help would be much appriciated. thanx.

Phil 3:7-11
Saikoro
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Posted: 5th Mar 2004 03:00
Wait... so youre saying you want a paper mario type look? JW

As for the camera to look down on the plains, you would have to adjust the cameraposition y I believe to make it higher. Then, you would have to rotate the camera angle down so that it looks on the plains. Its not really hard at all, just experiment with it.

And I think that this question does go in 3d as it is a 3d issue.

-Vash the Stampede

Intel Pentium 4 3.0 Ghz 1024MB Ram NVIDIA GeForceFX 5200 128MB 19" LCD DVI Viewsonic

CRubbish
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Posted: 5th Mar 2004 03:14
thanks,

not sure what paper mario is but i did post in 3d now.

Phil 3:7-11
CRubbish
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Posted: 5th Mar 2004 04:03
if anyone else happens to have any helpful info please post. thanx.

Phil 3:7-11
Emperor Baal
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Posted: 5th Mar 2004 08:48
if you only use plains, then locking them to the screen might be better Only a suggestion

Quote: "
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Pincho Paxton
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Posted: 5th Mar 2004 16:00
Set Camera to object orientation TileNum

points the camera at your tiles

Move your tiles 500 pixels away in the Z.

Now you have a top down game. I wouldn't lock the objects if you want a scrolling screen.

This is 2D...because plains are flat, or because the camera doesn't swing around objects.

Pincho

Code Stealer
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Posted: 5th Mar 2004 16:08
Im not sure how it works in DBpro, but id try to find out about focal length. If you want to have an orthographic projection then your focal length has to be very large(infinite in fact). However, if you want to use perspective then you can decrease the focal length, making the lens more and more "fish eye" style...

GIve me more power!
Pincho Paxton
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Posted: 5th Mar 2004 16:10
Well you could, but I don't think that array collision would work with a strange lense.

CRubbish
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Posted: 6th Mar 2004 14:14
pincho, i tried that set camera to object orientation and it still wont look straight down at the tiles.

when i do that it looks strait ahead and my up and down keys change the cameras hieght instead of forward and backward movement.
That is when i put it inside the camera loop. When i put it before the camera loop it did nothing.

Is there anything else i'm missing here? i dont quite understand why i cant get this to work right.

The main problem i have is that even when i pitch the camera to look in the right direction then it changes the way the camera moves. Hard to explain but depending on the cameras line of sight, that changes where the camera moves when i hit the up,down keys, so instead of the cam moving over the top of the tiles it slowly gets closer and then through the bottom of the ground.

take a look at my code if you get a chance. thanks.

Phil 3:7-11
Pincho Paxton
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Posted: 6th Mar 2004 16:42
You are x rotating your tiles, that's why the camera is looking at their edges. If you take out the xrotate commands then it will work.

CRubbish
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Posted: 9th Mar 2004 04:19
hey pincho,

i took out the xrotate and it made all the tiles face the camera but they are still one right in front of the other. ive tried to fiddle with it to find out which other variable i need to change to make the all line up. let me know if you know what i'm doing wrong, thanks very much.

Phil 3:7-11
Pincho Paxton
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Posted: 9th Mar 2004 13:36 Edited at: 9th Mar 2004 13:42
position object objnum,x*10,0,y*10

Should be...


x*10,y*10,500

oh yeah don't move the camera in the z...100

position camera 10,10,100

Change it to 0

position camera 10,10,0

Although you might need to take the line out completely.

CRubbish
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Posted: 10th Mar 2004 01:16
thanks man, i'll try i out. thanks for all the help

Phil 3:7-11

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