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3D => 2D Look ? #310323
02/14/10 13:04
02/14/10 13:04
Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
Espér Offline OP
Expert
Espér  Offline OP
Expert

Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
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?


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Re: 3D => 2D Look ? [Re: Espér] #310326
02/14/10 13:13
02/14/10 13:13
Joined: Feb 2009
Posts: 2,154
Damocles_ Offline
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Damocles_  Offline
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Joined: Feb 2009
Posts: 2,154
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


Re: 3D => 2D Look ? [Re: Damocles_] #310327
02/14/10 13:15
02/14/10 13:15
Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
Espér Offline OP
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Espér  Offline OP
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Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
yes.. but destroys the depth...

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


Selling my Acknex Engine Editions (A7 Com & A8 Pro):
>> click here if you are interested <<
Re: 3D => 2D Look ? [Re: Espér] #310332
02/14/10 13:21
02/14/10 13:21
Joined: Oct 2009
Posts: 149
Germany
M
muffel Offline
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muffel  Offline
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M

Joined: Oct 2009
Posts: 149
Germany
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

Re: 3D => 2D Look ? [Re: Espér] #310333
02/14/10 13:22
02/14/10 13:22
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
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.

Re: 3D => 2D Look ? [Re: Pappenheimer] #310334
02/14/10 13:30
02/14/10 13:30
Joined: Feb 2009
Posts: 2,154
Damocles_ Offline
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Damocles_  Offline
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Joined: Feb 2009
Posts: 2,154
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.

Re: 3D => 2D Look ? [Re: muffel] #310336
02/14/10 13:36
02/14/10 13:36
Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
Espér Offline OP
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Espér  Offline OP
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Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
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.

Last edited by Espér; 02/14/10 13:53.

Selling my Acknex Engine Editions (A7 Com & A8 Pro):
>> click here if you are interested <<
Re: 3D => 2D Look ? [Re: Espér] #310345
02/14/10 14:05
02/14/10 14:05
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
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JibbSmart  Offline
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J

Joined: Mar 2006
Posts: 3,538
WA, Australia
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


Formerly known as JulzMighty.
I made KarBOOM!
Re: 3D => 2D Look ? [Re: JibbSmart] #310354
02/14/10 14:38
02/14/10 14:38
Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
Espér Offline OP
Expert
Espér  Offline OP
Expert

Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
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)

Last edited by Espér; 02/14/10 14:41.

Selling my Acknex Engine Editions (A7 Com & A8 Pro):
>> click here if you are interested <<
Re: 3D => 2D Look ? [Re: Espér] #310365
02/14/10 15:04
02/14/10 15:04
Joined: Mar 2006
Posts: 2,252
Hummel Offline
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Hummel  Offline
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Joined: Mar 2006
Posts: 2,252
I think you have to tweak the aspect flag of the camera.

Btw: what happend to your Zelda game?

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