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valderman
Mage


Joined: 29 Aug 2002
Posts: 334
Location: Gothenburg, Sweden

PostPosted: Sat Jun 28, 2003 10:50 pm    Post subject: Heightmapped tiles [quote]

I was goofing around a bit with heightmaps and OpenGL when the thought struck me: What if you had 3D heightmapped tiles in a p*p scrolling game? This would have two benefits: a) it would be pretty original, and b) it's an obvious shortcut for people like me who suck at pixel art (yeah, I'm lazy, I know).
What do you think? Is this something to look further into, or am I just wasting my time?
It would probably look a bit weird, but it would be pretty cool to have rolling hills, spikey mountains, etc., while at the same time having a good old tile-based engine.
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Ninkazu
Demon Hunter


Joined: 08 Aug 2002
Posts: 945
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PostPosted: Sat Jun 28, 2003 10:59 pm    Post subject: [quote]

I'd have to see an example before giving the yay or ney.
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resle
Slightly Deformed Faerie Princess


Joined: 23 Jun 2003
Posts: 32
Location: Roma, Italy

PostPosted: Sun Jun 29, 2003 12:12 am    Post subject: [quote]

Uh, I don't get it: what's p*p?

My engine currently features heightmaps --- but I dropped using them: they didn't add anything to the game itself, actually - yet made things slightly more complex for what concerns the design...
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js71
Wandering DJ


Joined: 22 Nov 2002
Posts: 815

PostPosted: Sun Jun 29, 2003 1:17 am    Post subject: [quote]

p*p=Pixel by Pixel
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janus
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Joined: 29 Jun 2002
Posts: 464
Location: Issaquah, WA

PostPosted: Sun Jun 29, 2003 9:58 am    Post subject: [quote]

Um, I've seen that hundreds of times, and it's not all that revolutionary. It would be neat though.
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resle
Slightly Deformed Faerie Princess


Joined: 23 Jun 2003
Posts: 32
Location: Roma, Italy

PostPosted: Sun Jun 29, 2003 10:12 am    Post subject: [quote]

Depends. If p*p means "a là baldur's gate", then using an heightmap on it, would basically result in a ...uhm... voxel landscape? In that case, it wouldn't be that revolutionary, and - also - I don't see how could it help a pixel artist, whose work would be the same, heightmap or not.
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Modanung
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Joined: 20 Jun 2002
Posts: 317
Location: The Netherlands

PostPosted: Sun Jun 29, 2003 10:40 am    Post subject: [quote]

Quote:
I don't see how could it help a pixel artist, whose work would be the same, heightmap or not.


Yeah, that's the part I got least.

Would it still be a 2D game or more like Neverwinternight (I think), it just uses 3D tiles.
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valderman
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Joined: 29 Aug 2002
Posts: 334
Location: Gothenburg, Sweden

PostPosted: Sun Jun 29, 2003 6:39 pm    Post subject: [quote]

It would be the tiles who are heightmapped, the map wouldn't, almost like you use bumpmapping to simulate details on 3D models. (I suck at explaining things.)

Quote:
I don't see how could it help a pixel artist, whose work would be the same, heightmap or not.

If I heightmapped the tiles, I wouldn't need to make a, for example, mountain, look high and jagged, I'd just apply a texture with the outline of a mountain, filled with some mountainish color (and some random dust, earth and other stuff), to the heightmap. I wouldn't need to worry about getting shades to look right and things like that, because the heightmap (along with a lightsource) would do that for me.
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Modanung
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Joined: 20 Jun 2002
Posts: 317
Location: The Netherlands

PostPosted: Sun Jun 29, 2003 9:01 pm    Post subject: [quote]

Ah, I understand...
You're talking about really big tiles.
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Bjorn
Demon Hunter


Joined: 29 May 2002
Posts: 1425
Location: Germany

PostPosted: Mon Jun 30, 2003 2:19 pm    Post subject: [quote]

We had an idea to do quite the opposite in the Moonlight engine. Allow for a height layer that would specify the height of the ground at each location, but the tile artist would still need to draw the holes and hills. Never really implemented it though.
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