On 6/3/07, Mark Wedel <[EMAIL PROTECTED]> wrote: > Nicolas Weeger wrote: > > Hello. > > > > I remember, quite a long time ago, discussion about "vertical" map-tiling, > > that is from eg the top of a tower see the ground below, belonging to > > another > > map. > > Anyone remember that, and how it was implemented? > > > > I think it was like the 4 other map tiles, except used in a different way. > > Don't know if it was ever really done, but I know it was theoretically > possible. > > If we presume a square building with an interior courtyard, your first level > would have to consist of at least 5 maps: > > 123 > 456 > 789 > > With the 5 map being common to all levels. You have to use 9 maps, because > when tiling, the map has to tile with a map the same size, and can only tile > to > 1 map in each direction. > > So for second level, you would do something like: > ABC > D5E > FGH > > And so on as you go up. Note that you have the layers below visbile to the > next layer - perhaps the next layer, the main building doesn't go up, just > towers at the corners, so could do something like: > IBJ > D5E > KGL > > Note that you would basically use the inverse for layers 1 and 2 if you > wanted > a central tower that could see the terrain around it. and I believe I have a > simple example in the test directory of a two store house which is done as: > 12 and 13, where 1 is the common front yard, with 2 and 3 being the floors.
Anyone want to do this to the balcony on variel's church in scorn? -- Andrew Fuchs _______________________________________________ crossfire mailing list [email protected] http://mailman.metalforge.org/mailman/listinfo/crossfire

