Floating terrain?

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AuthorTopic: Floating terrain?
Warrior
Member # 2838
Profile #0
I don't know how to express this, but I would like to know if there is a way to create a floating terrain.

What I am trying to say is this. Imagine I have to spots that have a height of 10 but they are separated by a terrain of height 7. Is there a way to put a bridge between them and leaving the terrain on height 7? Like if it were true 3D?

I hope I have not confused you :(

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Posts: 118 | Registered: Wednesday, April 2 2003 08:00
Off With Their Heads
Member # 4045
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To the best of my knowledge, the way to fake this is to use floor 71, "Pit," and then to stick a bridge on top of that.

Or, um, you could try mucking about with te_icon_offset_y and fl_floor_height_pixels, which may be able to do something like this.

[ Wednesday, August 11, 2004 15:16: Message edited by: Kelandon ]

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Posts: 7968 | Registered: Saturday, February 28 2004 08:00
Warrior
Member # 2838
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Ok, what I am trying to make is a bridge over a river, but I want to river to be in the bottom of a chasm.

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Posts: 118 | Registered: Wednesday, April 2 2003 08:00
Agent
Member # 2820
Profile #3
No, that isn't possible in the way that you are thinking of it. Avernum is a 2D game with visual depth. Any tile can have 1 floor and 1 terrain.

You can make the bridge rise up a little from the water floor.

[ Wednesday, August 11, 2004 16:22: Message edited by: Garrison ]

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Posts: 1415 | Registered: Thursday, March 27 2003 08:00
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The best way I can see this is by giving your town a transparent cliff type, raising the bridge a LOT, and then using mountain walls where the cliff would be- have them be of extraordinary height (say, 10) and then hope the party doesn't see the black strip in the water.

It's still messy, but worth a try.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Infiltrator
Member # 148
Profile #5
Without custom graphics the best is:

IMAGE(http://img.photobucket.com/albums/v208/Dahak/float.jpg)

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Posts: 480 | Registered: Thursday, October 11 2001 07:00
Warrior
Member # 250
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To tell you the truth that doesn't look that bad, except for the weird way the walls are showing to the south of the bridge. Of course having played plenty of spiderweb games, I've come not to expect super fancy graphics in a boe or boa scenario.
Posts: 61 | Registered: Saturday, November 3 2001 08:00
Infiltrator
Member # 148
Profile #7
Replace the walls with Terrain#2 (Blackness)

You may get this (best possible height using custom graphics)

IMAGE(http://img.photobucket.com/albums/v208/Dahak/float2.jpg)

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Posts: 480 | Registered: Thursday, October 11 2001 07:00
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Hunh. Is that using the way I suggested? 'Cause that actually looks pretty good.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Agent
Member # 2210
Profile #9
Change the boat graphic to a piece of terrain. It will float. May make the party disappear though.

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Posts: 1084 | Registered: Thursday, November 7 2002 08:00
Infiltrator
Member # 148
Profile #10
quote:
Originally written by Father Heneras:

Hunh. Is that using the way I suggested? 'Cause that actually looks pretty good.
The second one? Nah.

Here are the terrains/floor details:
//Extra Tall Cliffs to hide lack of Cliffs
begindefineterrain 451;
clear;
te_which_sheet = 530;
te_which_icon = 1;
te_ed_which_sheet = 681;
te_ed_which_icon = 59;
te_second_icon = 0;
te_icon_offset_x = -118;
te_icon_offset_y = 46;
te_second_icon_offset_x = -118;
te_second_icon_offset_y = -5;

//Floating
begindefineterrain 358;
clear;
import = 165;
te_which_sheet = 531;
te_which_icon = 0;
te_suppress_floor = 0;
te_icon_offset_y = -82;
te_height_adj_pixels = 92;
begindefinefloor 142;
clear;
fl_name = "Water";
fl_which_sheet = 702;
fl_ed_which_sheet = 680;
fl_is_water = 1;
fl_fly_over = 1;
fl_out_fight_town_used = 1007;
fl_shimmers = 2;
fl_which_icon = 4;
fl_ed_which_icon = 24;
fl_floor_height_pixels = -92;
EDIT:

There are various issues when doing it my way. I've yet to try transparent graphics. I'm not sure BoA will handle them very well.

One thing I'm going to try is to make a few walls, without a cutaway view, or an emtpy cutaway.

My way:
IMAGE(http://img.photobucket.com/albums/v208/Dahak/InGameClue.jpg)
IMAGE(http://img.photobucket.com/albums/v208/Dahak/3dClue.jpg)
IMAGE(http://img.photobucket.com/albums/v208/Dahak/2DClue.jpg)

[ Saturday, August 14, 2004 12:30: Message edited by: Dahak ]

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Posts: 480 | Registered: Thursday, October 11 2001 07:00
Warrior
Member # 4202
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Wow. Interesting. Those grid lines for the spaces where the bridge is, though... I think it would be appropriate for me to change the 3D editor to display them not adjusted by fl_floor_height_pixels. Then they would match where you click to edit them. Or I could change where you click to edit them, but I'm not sure that would be a good idea.

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Posts: 192 | Registered: Sunday, April 4 2004 08:00
Infiltrator
Member # 148
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One of my problems is how BoA draw grahpics.
1) If the terrain difference does not exist: don't draw cliffs.

No way around except to use auxiallary graphics (see the 3 floor looking icons on the water?)

2) Sometimes graphics will "shine through" another graphics. Something about how it knows when Graphic A should cover Graphic B. I've yet to figure all the rules, but it annoying at times.

The south corner is an example. If I use walls, the water shines through, so I use darkness. Like I said earlier, I'm going to try a blank cutaway view.

EDIT:

Blank Cutaway...

IMAGE(http://img.photobucket.com/albums/v208/Dahak/bestClue.jpg)

[ Friday, August 13, 2004 12:06: Message edited by: Dahak ]

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Posts: 480 | Registered: Thursday, October 11 2001 07:00
Warrior
Member # 4202
Profile Homepage #13
quote:
Originally written by Dahak:

2) Sometimes graphics will "shine through" another graphics. Something about how it knows when Graphic A should cover Graphic B. I've yet to figure all the rules, but it annoying at times.
It draws the spaces in this order:
(x,y pairs)

0,0; 0,1; 0,2... 0,47 (or whatever the edge of your town is); 1,0; 1,1; 1,2... 0,47; 2,0; 2,1; 2,2... 0,47......

Essentially it starts at x=0 and goes through all the y's, starting at 0, then it goes on to the next x-position and does the same thing, until it's finished.

The order it draws things in that are all on the same space is more complicated, but I could try to explain that if necessary.

[ Saturday, August 14, 2004 08:02: Message edited by: Isaac ]

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Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game.
Posts: 192 | Registered: Sunday, April 4 2004 08:00
Infiltrator
Member # 148
Profile #14
Oh. So that is why. The problem is if (23,24) is much lower than (23,25) and (23,25) is floor 225, then 23,24 is drawn partly shown over (23,25).

(because (23,25) is so high it blocks what should be "seen" from (23,24))

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Posts: 480 | Registered: Thursday, October 11 2001 07:00
Warrior
Member # 2838
Profile #15
That looks neat, great job!

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Posts: 118 | Registered: Wednesday, April 2 2003 08:00