12-26-2010, 05:35 PM
* DerVVulfman stacked 3 matching 32px high wall tiles on top of each other (1 per layer) and made a 3-tile/64px high wall. Prevents decorations on the wall though... for now.*
Hey, MGC. I see you're like me and respond to individual quotes. Heh.
* DerVVulfman now goes to figure out diagonal walls *
Hey, MGC. I see you're like me and respond to individual quotes. Heh.
(12-26-2010, 11:28 AM)MGC Wrote:Going up to 8 tiles in height? I was thinking just 4 myself. 5 if you consider the pre-defined 'priorities' settings that let you walk behind trees and such. And regarding an external tool... why not check the height of the 'Texture_' files when the maps load to garner the heightmap data? You could use a single tile that looks like brickwork and associate it with 'Texture_004' which could be 3-tiles/108px high.Quote:Heightmaps only reach 32px in height? Could a later version support other heights so one could be able to craft nice wall enclosures?
I think that's possible (but not beyond a height of 8 tiles). I just made some tests with all heights doubled, and there seemed to have no supplementary lag.
The main problem is the configuration. Perhaps I'll have to create a small external tool to associate tiles with theirs heights and textures.
(12-26-2010, 11:28 AM)MGC Wrote:It must be the movement system. With the visually appealing system you created here and the new chase-view add-on requested by Kristovski (he beat me to the punch...), one could say you could have a faux-ISO system here.Quote:And seeing how you have MGC_ISO Engine in your 'working on' sig, I don't see that combining the two would be difficult now.
For the moment, it's still really difficult, because the ISO engine works with a 3D gameplay, wheareas the HM7 modifies only what is displayed on the screen.
(12-26-2010, 12:46 PM)PK8 Wrote: Ooh, reading Derv's post just gave me an idea relating to mapheight. How about having a setting where the developer could set the max height offset? :oHeh. I guess you mean that black(0,0,0,0) being absolute 0 heightmax and white(255,255,255,255) being 'max height' and the system recalculates the increments when the range at initialization. I wouldn't go beyond a 64 heightmap if that's the case (merely doubling the range if the heightmap goes to 32).
* DerVVulfman now goes to figure out diagonal walls *