[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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