Did not post for long, but i was one of the devs who played along with this kind of thing:
1) There was a 'top' and 'bottom' map for each map, (tiles[4] and tiles[5]), this part is easy to do. Even the handling of empty space that would allow you to see ground bottom. Even handling loops in perspective was easy. I tried a few ways to implement this. Here are some highlight on why this wasn't done 1) to give correct perspective, client must shift bottom-right rendering of 'below' map, even more for below-below, etc. It's impossible to do it properly using the current used pseudo perspective, especially to match ground of level x+1 to walls of level X. The layering system used at that time made it even more difficult. 2) there is a problem with giant monster, they look strange in this laying out. 3) There was the technical problem of the falling and jump/levitate spell to handle (can levitate or fly allow you to go higher of one level above map? how?) 4) There was the general problem of line of sight. Can a player/monster see someone on on level higher if he is distant engouh? 5) There was the problem of aiming monsters / player below you using you spell? (Can be forbidden but doens't look natural) To make it short, i tried several thing, i always got stucked by point (1). Current wall displays does not stack properly in crossfire with the tiles system. Maybe that now there are more than 3 layers visible to client, we could mark some layers as needing shifting, then we could solve problem. I would recommand first your draw 2 levels in editor, then you use gimp or alike to see how client should stack them. Be aware anyway that you can't do this without altering map client protocol. PS: Hello everyone. En l'instant précis du 10/06/07 18:48, Andrew Fuchs s'exprimait en ces termes: > 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? > > _______________________________________________ crossfire mailing list [email protected] http://mailman.metalforge.org/mailman/listinfo/crossfire

