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Creating a Three Dimensional Feel part 2
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Topic: Creating a Three Dimensional Feel part 2 (Read 2084 times)
clockworkroutine
Waiting for Godot
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Posts: 100
Creating a Three Dimensional Feel part 2
«
on:
February 07, 2006, 04:23:48 AM »
Somewhat assuming you read part one, but you may not need to read that, this is all about the art of creating a chipset and a proper looking map.
To start grab the picture attachment that shows perspective.
A 7th grade art class lesson on perspectives:
Dumb thing here: mmmmm takes me way back when I was 12 and had emotional depression problems, the growth of hair, the cracking voice that deepens to that of a manly man (for some), mmm and the start of the wave of pimples to come.
Actual Lesson: Alright So perspectives are what they tell you in art class that gives a picture its accurate depth and feel. There are a few different perspectives used, 1-point perspective, 2-point perspective, and I think theres a third. What your gonna be learning here is 1-point perspective, which will lead you to learn what a 2-point perspective is. Its very brief but will give you the knowledge you need to create that feel you want for a 3d game. So to begin theres what they call a vanishing point physically when looking at a picture is where all objects if they were continued to increase in length would meet at this one point, but as you know objects don't continue to increase in length. They have their ends and there beginnings. What the vanishing point actual is is to represent a point that shows that the picture continues infinitely beyond its natural bounds (a horizon line beyond a see), bam a whole 3d world out there left to explore, which is a key fascination in playing a game in 3d. The Vanishing point can be located anywhere on a page for how you want the viewer to look at it, but in this process you want it to be in the direct center of the page, I have it as a blue dot.
To accurately create length and width and height. In the picture I did, Length is represented by the horizontal light purple lines, height by the vertical light purple lines, and width by the converging red lines, teal and thick gray lines. Now the picture doesn't show all the Length, Height, and Width lines because if I were to do that you'd probably a big red square and wouldn't be able to see the other lines and how they converge. Length, height and width is everywhere. In terms of how this comes out in rpgmaker 2003, the length and height are the same as the length and height of the tiles for a chipset which is 16 x 16, the width lines just shows the flow of the picture.
I think thats it, really... as far as writing goes
By the way this picture is just an example for a map 15 by 15, a square map, so theres one vanishing point. if you were to have and imbalance in length and height, there is going to actually be 2 vanish points. I may include a picture of that later.
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clockworkroutine
Waiting for Godot
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Posts: 100
(No subject)
«
Reply #1 on:
February 07, 2006, 05:33:08 AM »
mmmmm so as I was making this picture down below for another example, I found out it would be best to use a paralell background instead of using tiles to form a picture though series of event pictures. The paralell background would be the walking plane, and the sky or ceiling. If you need to have it change everyonce and a while I suggest just fixing up the background and make a copy, and keep doing that because I am unsure of how many tiles can fit on a single chipset.
Now for objects those are the ones your gonna have to have an event for. The event like before would contain the number of pages and switches, you think it would take for you to reach the end. on the distances you want it to appear as change the graphic accordingly.
heres an idea you can make an open entrance that would appear on the right or left side of the walking plane for you to enter if you reached that certain distance.
Now you could have this on an open field too with no doors either.
but you'd have to do a lot of map making.
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clockworkroutine
Waiting for Godot
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«
Reply #2 on:
February 07, 2006, 07:08:01 PM »
I thought about it on the bus ride home and maybe the only time you really need to make a tile for an object is when it reaches the walking plane. So it would be best to use pictures, although there is a problem with that still because pictures tend to hover over your hero.
What ever you decide is best.
You can senset that this tutorial was sooooo made without an actual plan.
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Creating a Three Dimensional Feel part 2