|
The kind of perspective I want...
#24210
03/15/04 18:01
03/15/04 18:01
|
Joined: Mar 2002
Posts: 60 São Paulo, Brazil
Lord Alexion
OP
Junior Member
|
OP
Junior Member
Joined: Mar 2002
Posts: 60
São Paulo, Brazil
|
Well, here's the thing... I'm almost certain that this is not possible, but I'm gonna ask anyway. Does anybody here ever played Final Fantasy Tactics? well, have you noticed that the way the map is rendered on the screen has a different kind of perspective next to most 3D games that exist?that's because the depth perception parameters of the 3D rendering are simply discarded before they are drawn. That being, no matter how far from the camera an object is, its size won't be scaled to match depth perception. I think I saw somebody call that "orthogonal perspective". That adds a look to the game that resembles old console isometric games, like Super Mario RPG, ir the old Genesis game Landstalker.
Now I ask, is it possible to achieve that kind of perspective in 3DGS? I mean, it being 3D, but still with that "kinda 2D" look?
|
|
|
Re: The kind of perspective I want...
[Re: Lord Alexion]
#24211
03/15/04 18:34
03/15/04 18:34
|
Joined: Jul 2002
Posts: 3,208 Germany
Error014
Expert
|
Expert
Joined: Jul 2002
Posts: 3,208
Germany
|
Perhaps this is helping you? Code:
my.scale_x = vec_dist(my.x,camera.x)/250; //Play with the value my.scale_y = vec_dist(my.x,camera.x)/250; my.scale_z = vec_dist(my.x,camera.x)/250;
Or did i understand everything wrong?
Perhaps this post will get me points for originality at least.
Check out Dungeon Deities! It's amazing and will make you happy, successful and almost certainly more attractive! It might be true!
|
|
|
Re: The kind of perspective I want...
[Re: Lord Alexion]
#24213
03/16/04 08:00
03/16/04 08:00
|
Joined: Jan 2002
Posts: 644 USA
tesanders
Developer
|
Developer
Joined: Jan 2002
Posts: 644
USA
|
I think the term you are looking for is "three-quarters isometric overhead." I was hired to build the client for a game in this style, some eleven years ago, now (different camera angle, but still isometric):
This is typically done by overlaying tiled sprites. However, you can approach this effect in 3DGS by playing with the camera's arc and position. For example...
camera.arc=130
...will give you a zoomed-out fish-eye view, with accentuated perspective, whereas...
camera.arc=60
...will give you a zoomed-in view with less perspective. I believe that, mathematically speaking, an isometric view could be achieved by setting camera.arc to 0, (where there will be no perspective) -- however, at that point, the camera's Field of View doesn't exist, and you won't see anything.
Try setting your camera arc low, and moving your camera's position far away from the subject matter.
|
|
|
|