07-21-2012, 08:10 AM
Bound and determined to prove that H-Mode 7 is not just for overlanding, I've started working on the first of many maps for my new game with your system, and let me say, this stuff is awesome!
I used large events on the walls for shading, and terrain tags on the ground darken the character if he's in the map shade (definitely turned off the automatic lighting feature.) Doing complex storefront designs using 48 tiles of the tile map on front and back, and 96 each on each side, and so far not a lot of lag...
For instance...
I have this store front in my tilesets, and if you were to count the textures from 0-7 left to right, this would be textures 8-71 respectively, with the bordering tiles that hook on to say a side wall, having other textures as their left and right faces. With this layout, more advanced texturing blocks can easily be done, and aren't limited by the 32x32 tile faces.
Still waiting on the ability to make events flat and give them altitude, because THAT would allow those things like overhangs and such to become a reality.
What I'd also like to see, once that is (if ever is) done, seeing those events have heightmaps themselves, allowing someone to prepare the illusion of angled roofs that could be traversed under. Just something to think about...
Here's something I did notice however, on each texture, even though a tile is not going to be seen, you need to texture it because the engine treats each tile as a seperate block and sometimes pixels from the non-shown sides bleed through. For my work, I've created one texture as a 3d grid, to help me map out my maps better, but, yeah, definitely a work in progress...
By using two versions of events, I can have events darken when in shade, lighten back up while outside it, and give the illusion of angled shading which ever way the map is rotated.
Loving it, MCG, 2.5D is truly a reality.
I used large events on the walls for shading, and terrain tags on the ground darken the character if he's in the map shade (definitely turned off the automatic lighting feature.) Doing complex storefront designs using 48 tiles of the tile map on front and back, and 96 each on each side, and so far not a lot of lag...
For instance...
I have this store front in my tilesets, and if you were to count the textures from 0-7 left to right, this would be textures 8-71 respectively, with the bordering tiles that hook on to say a side wall, having other textures as their left and right faces. With this layout, more advanced texturing blocks can easily be done, and aren't limited by the 32x32 tile faces.
Still waiting on the ability to make events flat and give them altitude, because THAT would allow those things like overhangs and such to become a reality.
What I'd also like to see, once that is (if ever is) done, seeing those events have heightmaps themselves, allowing someone to prepare the illusion of angled roofs that could be traversed under. Just something to think about...
Here's something I did notice however, on each texture, even though a tile is not going to be seen, you need to texture it because the engine treats each tile as a seperate block and sometimes pixels from the non-shown sides bleed through. For my work, I've created one texture as a 3d grid, to help me map out my maps better, but, yeah, definitely a work in progress...
By using two versions of events, I can have events darken when in shade, lighten back up while outside it, and give the illusion of angled shading which ever way the map is rotated.
Loving it, MCG, 2.5D is truly a reality.