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$ 1.000.000 question! How to make heights with slopes in ISO

Started by June 19, 2001 03:23 AM
1 comment, last by oogly 23 years, 7 months ago
I am designing an ISO engine, and want to have heights with slopes just like the games "Transport Tycoon" and "Sim City 2000" I know this can be achieved by setting a height for each map cell, and do something like this: _____ |_|_|_| |_|m|_| |_|_|_| Where m is the tile that I am currently drawing.. I check all the locations beside this one and calculate what tiles I need to draw. If the northern cell is higher, my tile should be number 2, if the northern cell is higher AND the north-ease cell is higher, my tile should be number 3 Hope this makes sense? I have read the article here on Gamedev.net on "seamless" tilebased terrain, and I am wondering if that is the correct approach? Does anyone have a clue? oogly tore_waldow@hotmail.com
Hi,

I made a small engine once that gave a height to every tile corner. I simply drew the tiles from back to front and that seemed to work OK. I never got as far as drawing walls and stuff on top of the tiles though.

Neil

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Use the same method you use to generate your map previews on individual tiles. Then add a Z offset and interpolate between the 4 desired corners drawing a line from the position it''d normally be up in 3D to the Z level. Works nicely.

Also, it helps to do some sort of smoothing after this, as this method tends to be a bit pixelated. Or have a larger source image.

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