Skip to main content
gamedev.net
🔒 Locked

Concept help

Started by Mithoric 4 replies 650+ views
Original Post
Mithoric
Mithoric
Ok, I want to make an RTS and I've been working pretty hard on the engine for a while and it's pretty good, at least I think it is :P.. Anywho I am up to the actual developing of the map and game stage. I want it to be similar to starcraft. It was made isometric right? I booted up the starcraft map editor took some screenshots and then in photoshop I made the following 2 images - Have I got the concept right here? They make it look like a cube but it's really made of tiles?
Ilankt
Ilankt
Quote:
Original post by Anonymous Poster
I've never played starcraft, but I remember reading somewhere that the starcraft engine used square tiles, not iso tiles....

But the cube you drew at first could also be how it was done, i.e. with a large square that has the front edges of it textured and not the back as in normal iso renderings, then again it might use the normal iso rendering for walls...

please note that I'm posting this at 1:11 AM and my minds starting to wander off on to more important things, like sleep :D so I could be wrong

starcraft use Isometric for terrain and square tiles for everything else...
I checked the editor.
How appropriate, you fight like a cow!
Thygrrr
Thygrrr
The image you posted is dimetric, not isometric! (as are most 'iso' engines, they're almost all di- or even trimetric)

Apart from that, I think that Blizzard uses a separate "cliff" type of vertical tile. They do it in Warcraft 3, and I assume the principle is the same (I believe the same programmer was responsible for both and thus similarities are likely).

A square that is raised will get four cliff tiles attached to it, or less, if it's adjacent to other raised tiles. So essentially, the three polygons you have outlined in the red cube are the tiles.

However, your approach seems to work, as well. Just a little confusing for the artist and I don't know whether Starcraft doesn't give jack shit about altitude differences itself (what happens when an aerial unit flies across the cliff? will it 'drop' or will it maintain the same altitude?) - sincethe technique shown in the lower picture seems to be entirely oblivious of altitude differences!
Mithoric
Mithoric
So is it safe to assume that they might have just used those vertical tiles to determine collison between terrain and units?
Wyrframe
Wyrframe
Start your Starcraft editor again, and turn on the Grid. That is exactly how the tiles are; very small square tiles.
RIP GameDev.net: launched 2 unusably-broken forum engines in as many years, and now has ceased operating as a forum at all, happy to remain naught but an advertising platform with an attached social media presense, headed by a staff who by their own admission have no idea what their userbase wants or expects.Here's to the good times; shame they exist in the past.

Topic Locked

This topic has been locked by a moderator. New replies are not allowed.

Sign in to reply to this topic.