Just some thoughts on this. Maybe the easiest way would be to put objects in discreate viewing layers based on archetype. For instance, the layers would be layed out as follows from top to bottom. 9. Overhead items --------(Forest Canopy, roofs,clouds, etc) 8. In front -------(Tall Walls Tops, Tall Mob Tops, Tall anything tops as described by Todd Mitchell) 7. Spell Affects 6. Missils. 5. Players/Monsters ----- ( Normal/low parts of mobs/players) 4. Items. 3. Furniture 2. Walls/doors 1. Floors 0. Things that should never be seen. Each layer holds multiple item, so items will never stack up into a higher layer. Also these layers are for viewing only, and don't affect the actual stacking order of the square. This might cause some maps to be broken visualy. Map designers would be able to override the visual layering by setting a view-axis location parameter to fix broken maps. Plus extra layers can be used for future features: Flying creatures, hiding (Under furniture), etc Just some ideas Adam Ashenfelter On Mon April 19 2004 10:54 am, Todd Mitchell wrote: > I am not sure about a height value per se, but I did have a wish that we > could do some sort of trickery with the y axis of the map and the graphic > sizes so that objects and creatures would be obscured by the portion of an > object that projects into the tile above. This means that an object moving > into the tile above an objects 'footprint' would be obscured. Something > like: > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel at lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel