[crossfire] Vertical map-tiling
Andrew Fuchs
fuchs.andy at gmail.com
Sun Jun 10 11:48:39 CDT 2007
On 6/3/07, Mark Wedel <mwedel at sonic.net> wrote:
> Nicolas Weeger wrote:
> > Hello.
> >
> > I remember, quite a long time ago, discussion about "vertical" map-tiling,
> > that is from eg the top of a tower see the ground below, belonging to another
> > map.
> > Anyone remember that, and how it was implemented?
> >
> > I think it was like the 4 other map tiles, except used in a different way.
>
> Don't know if it was ever really done, but I know it was theoretically possible.
>
> If we presume a square building with an interior courtyard, your first level
> would have to consist of at least 5 maps:
>
> 123
> 456
> 789
>
> With the 5 map being common to all levels. You have to use 9 maps, because
> when tiling, the map has to tile with a map the same size, and can only tile to
> 1 map in each direction.
>
> So for second level, you would do something like:
> ABC
> D5E
> FGH
>
> And so on as you go up. Note that you have the layers below visbile to the
> next layer - perhaps the next layer, the main building doesn't go up, just
> towers at the corners, so could do something like:
> IBJ
> D5E
> KGL
>
> Note that you would basically use the inverse for layers 1 and 2 if you wanted
> a central tower that could see the terrain around it. and I believe I have a
> simple example in the test directory of a two store house which is done as:
> 12 and 13, where 1 is the common front yard, with 2 and 3 being the floors.
Anyone want to do this to the balcony on variel's church in scorn?
--
Andrew Fuchs
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