3D => 2D Look ?

Posted By: Espér

3D => 2D Look ? - 02/14/10 13:04

hi..

I´ve a little problem.
I managed to animate, move, scroll a 2D player in a 3D room. The movement and Camera is Sideview.. like in 2D Jump´n Runs.

The problem:
I don´t want to see the ground from top, when i jump, or from the side when i move.

So.. how to make a levelblock or model always show theyr front side. doesn´t matter what pan/tilt/roll / X/Y/Z the cam has.. it must always show theyr front.


Any idea?
Posted By: Damocles_

Re: 3D => 2D Look ? - 02/14/10 13:13

look for the Isometric flag for a view.

This flattens the rendering.

Quote:
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. A7.60C LC

Posted By: Espér

Re: 3D => 2D Look ? - 02/14/10 13:15

yes.. but destroys the depth...

i just need somethign wich shows the objects always from the front side.. And not in the same size ^^
Posted By: muffel

Re: 3D => 2D Look ? - 02/14/10 13:21

make the sides, which you don't want to, see transperent
for example with a texture (NONE flag in WED for blocks(i'm not sure)
or is this not the thing you need.

muffel
Posted By: Pappenheimer

Re: 3D => 2D Look ? - 02/14/10 13:22

Then, keep the camera always at the hight of the ground, and tilt it only slightly depending the players height.

On your complain about setting the isometric flag: To achieve a feeling of depth has always been a special challenge in 2D, which needed specific measures.
Posted By: Damocles_

Re: 3D => 2D Look ? - 02/14/10 13:30

You can make all with 2D panels,
use facing sprites, or flat models, that turn their front to the camera.

many diffent ways.
Best if you load up a mockup-scene of how it should look,
then we might give you a better solution.
Posted By: Espér

Re: 3D => 2D Look ? - 02/14/10 13:36

nope..
cause the 2D player ( just a sprite ) moves not at the edge of a block. He moves in the middle of if.

Example:



cause the rooms need to have a deep look ( 3D ) i can´t use the ISOMETRIC Flag.
and caus the player walks in the middle of a block, i can´t just remove the skin from the not visible parts..

And i can´t use just 2D Panels.. cause the room has to be 3D.
Posted By: JibbSmart

Re: 3D => 2D Look ? - 02/14/10 14:05

What do you mean by the room needs to have a deep look?

If it's a matter of further away objects looking smaller, use ISOMETRIC but modify the scale and position of objects that need to appear in the background or foreground.

If you need some objects to do as you described and some not, you should have two view: the first renders the sky and anything that needs to have depth. The second uses an ISOMETRIC flag and renders its contents over the top with the NOSKY flag. Of course you'll need to do some tweaking of the camera.arc and whatnot to get it to line up.

Jibb
Posted By: Espér

Re: 3D => 2D Look ? - 02/14/10 14:38

ah.. ok.. got it to work with 2 views..

Only problem now..

I manipulated the X/Y/Z Value of the camera ( isometric ).. but.. the distance to the player is always the same... How to make the distance to the player shorter?
(sry.. haven´t worked much with Isometric flag)
Posted By: Hummel

Re: 3D => 2D Look ? - 02/14/10 15:04

I think you have to tweak the aspect flag of the camera.

Btw: what happend to your Zelda game?
Posted By: Espér

Re: 3D => 2D Look ? - 02/14/10 16:04

hmm.. no.. the aspect does nothing ( but makes some walls transparent )..
But the cam distance to the player is still the same.. Y_Y

@hummel:
The zeldagame still is alive
Posted By: Pappenheimer

Re: 3D => 2D Look ? - 02/14/10 16:57

Quote:
V7.54b beta - released 27-Oct-2008

The view volume size in ISOMETRIC mode can now be controlled by the view.arc parameter. ISOMETRIC mode can be used for orthogonal projection, or for clipping objects in a rectangular view volume f.i. for PSSM shaders (moved from experimental to release state).


http://manual.3dgamestudio.net/beta.htm
Posted By: Espér

Re: 3D => 2D Look ? - 02/14/10 17:04

ah.. thx ^^
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