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making the camera VIEW isometric ?
#398076
03/27/12 14:14
03/27/12 14:14
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Joined: Mar 2011
Posts: 69 Munich (Germany)
LPF
OP
Junior Member
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OP
Junior Member
Joined: Mar 2011
Posts: 69
Munich (Germany)
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simple Question: (and i hope simple Answer) how can I get the predefined camera to render everything isometric???
ps: set(camera,ISOMETRIC), didn't work...
..oooO ......... ..(....)..Oooo.. ...\..(...(....).. ....\_)....)../.. ...........(_/... ...ICH WAR.... ........HIER....
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Re: making the camera VIEW isometric ?
[Re: LPF]
#398079
03/27/12 14:45
03/27/12 14:45
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Joined: Mar 2008
Posts: 2,247 Baden Württemberg, Germany
Espér
Expert
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Expert
Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
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But works fine for me.. where did you call the flag-set? can we see the code? as far as i remember, you can use
camera.flag2 |= ISOMETRIC;
, too.. But i don't know if that works - did you tried it with a second view?
Last edited by Espér; 03/27/12 14:55.
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Re: making the camera VIEW isometric ?
[Re: Espér]
#398080
03/27/12 15:32
03/27/12 15:32
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Joined: May 2009
Posts: 5,370 Caucasus
3run
Senior Expert
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Senior Expert
Joined: May 2009
Posts: 5,370
Caucasus
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Simply (works, tested): Make sure, that you don't reset flag anywhere. Play with arc, that will change camera distance. Plus, you should change positions and angles of camera yourself.
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Re: making the camera VIEW isometric ?
[Re: 3run]
#398151
03/28/12 18:42
03/28/12 18:42
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Joined: Mar 2011
Posts: 69 Munich (Germany)
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OP
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Everything i do doesn't change anything... set(camera, ISOMETRIC) does nothing, all things with a second view too. I do not reset the camera flags and even in a level with only one small WED block and no functions or actions it keeps on being perspective... maybe it doesn't work with the free version of A8???... here is my code:
#include <acknex.h>
#include <default.c>
function main()
{
level_load("Testlevel.wmb");
mouse_mode=4;
set(camera,ISOMETRIC);
wait(2);
}
by the way: It's NOT working...
..oooO ......... ..(....)..Oooo.. ...\..(...(....).. ....\_)....)../.. ...........(_/... ...ICH WAR.... ........HIER....
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Re: making the camera VIEW isometric ?
[Re: Superku]
#398155
03/28/12 19:02
03/28/12 19:02
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Joined: Mar 2011
Posts: 69 Munich (Germany)
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OP
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Posts: 69
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oh... thanks
What I need is the 2D Projection of an 3D world like the 2D views of med, but rendered normal... is it posible to do that without Commercial,Pro or Extra?
(i'm actually saving money for one of them...)
Last edited by LPF; 03/28/12 19:17.
..oooO ......... ..(....)..Oooo.. ...\..(...(....).. ....\_)....)../.. ...........(_/... ...ICH WAR.... ........HIER....
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Re: making the camera VIEW isometric ?
[Re: LPF]
#398240
03/30/12 00:44
03/30/12 00:44
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Joined: Apr 2005
Posts: 4,506 Germany
fogman
Expert
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Expert
Joined: Apr 2005
Posts: 4,506
Germany
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Set camera.arc to a very small value, e.g. 5.
no science involved
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Re: making the camera VIEW isometric ?
[Re: LPF]
#398270
03/30/12 14:28
03/30/12 14:28
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Joined: Dec 2008
Posts: 1,218 Germany
Rackscha
Serious User
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Serious User
Joined: Dec 2008
Posts: 1,218
Germany
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and btw if ISOMETRIC is part of flag2, its not possible to use set, as this macro only modifies flag and NOT flag2
PS: where in the manual does it say, that this flag is only for Comercial?
Last edited by Rackscha; 03/30/12 14:29.
MY Website with news of my projects: (for example my current Muliplayer Bomberman, GenesisPrecompiler for LiteC and TileMaster, an easy to use Tile editor) Sparetime-Development
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Re: making the camera VIEW isometric ?
[Re: Rackscha]
#398276
03/30/12 15:40
03/30/12 15:40
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Joined: Aug 2007
Posts: 1,922 Schweiz
Widi
Serious User
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Serious User
Joined: Aug 2007
Posts: 1,922
Schweiz
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PS: where in the manual does it say, that this flag is only for Comercial?
ISOMETRIC The view uses an orthogonal projection, rather than a perspective projection. The view frustum is not a cone, but a rectangular area with a size either given by the arc parameter, or by the left, right, bottom, up border parameters . This can be used for isometric games from a bird's view perspective, or for clipping with a rectangular view volume e.g. for PSSM shaders. The distance of the camera to an object does not affect its size on the screen in this mode; this causes far objects - f.i. the sky - to appear extremely magnified. LC
The "LC" at the end means it is from Comercial above...
Last edited by Widi; 03/30/12 15:40.
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