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Sprite tiling and object lock #75919
05/28/06 20:02
05/28/06 20:02
Joined: Jan 2002
Posts: 300
Usa
Rich Offline OP
Senior Member
Rich  Offline OP
Senior Member

Joined: Jan 2002
Posts: 300
Usa
Hello,

This is a suggestion for sprite tiling. Sprite entities with a size the power of 2 (like 256x256, 256x512, ect) could be tiled for things like fences, ect.

Maybe this is already possible, but I havent come across it (other than using a model with a tiled skin, which wouldnt be as flexible), if so my appologies.

While you can just place them side by side, this consumes more memory (right? each sprite being an entity of its own? Having its own skills, ect) Where a tiled spite could act as one.

My idea of how this could work would be maybe something like:
tile(x,z) The number could represent how many "quants" to tile the object from its current location, or how many times to repeat the image. The tiling would be relative to its pan. This could even be done right in WED (but of course in script as well).

Just an idea I had a long time ago that I thought I would share. I only suggested it becuase I read in a post somewhere that Conitec would consider some 2D improvements

And one other suggestion:
In WED there is an option for texture lock, how about a way to lock complete objects from moving. I accidentally select objects and move them all of the time. Just another idea, albeit a small one.

Thanks for reading and keep up the excellent work.

Last edited by RichLockard; 05/28/06 20:04.
Re: Sprite tiling and object lock [Re: Rich] #75920
05/29/06 06:24
05/29/06 06:24
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
ulillillia Offline
Senior Expert
ulillillia  Offline
Senior Expert

Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
Quote:

Hello,

This is a suggestion for sprite tiling. Sprite entities with a size the power of 2 (like 256x256, 256x512, ect) could be tiled for things like fences, ect.

Maybe this is already possible, but I havent come across it (other than using a model with a tiled skin, which wouldnt be as flexible), if so my appologies.




Use MDL files instead of sprites for tiling. That's your best method anyway.



Quote:

While you can just place them side by side, this consumes more memory (right? each sprite being an entity of its own? Having its own skills, ect) Where a tiled spite could act as one.




Doing this will harm your frame rate very badly. It may seem like a simple 4-vertex, 2-poly object, but having 256 of these things is about as bad as a single model of 50,000 vertices and 100,000 faces. You can see for yourself - just add a sprite, duplicate it several hundred times and have all of them in the view. For best performance and the greatest detail, have your models between 2000 and 5000 polygons.


"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip My 2D game - release on Jun 13th; My tutorials

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