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All you would really have to do is take a screenshot from one side of the map and texture it to the wall of the other side, then set it up so when you reached the far side, you teleported to the beginning.
But that would look fake cause it wouldn't be 3d Wink.
The only way it would look fake is if you textured the ground to the wall. If you took a screenshot in the normal perspective, including the sky and everything just as you would see it, it would not look fake until you got really close, at which point you would teleport so it would not matter.

EDIT: or you could make a duplicate portal and put it on the edge of the first, but then you would teleport when you get there.
Unless you were standing right in front of the 'screenshot', no. If you were standing just a bit to the side, perspective would getcha. It would look skewed.
Kinda how this stops looking skewed at the right angle: Chalk Drawing
is it topdown, birdseye or FP/TP?
Some flashgames use this feature. What could be a solution is making "districts" of your level, sectors if you will. You could use fog to mask the sudden appearance of sectors like this:

|-NEW_SECTOR-|--FOG---|---YOU---|---FOG---|-NEW_SECTOR-|
|----AREA-1----|-AREA-2-|--AREA-3-|-AREA-4--|----AREA-5----|

The same goes for vertical movement.
Explanation:
While you move there is limited sight around you because of the fog to disquise the "poof"-ing of the new sectors. The new sectors are loaded once your on the next or previous sectors, which are in this case area2 and area 4. Every time you're in a new sector/area the entire concept shifts with you. And naturally the fog fluently shifts where-ever you move. Some games do have this in a way but without the fog such as GTA:SA where you can see graphical changes as well as appearing buildings, older race games such as Need For Speed 2 where it is very very obvious XD

Hope this helped Wink
Why dont you just make a small terrain that looks like the old one on either side of the teleportation thing and then it would be 3d?
This is a very old thread.
If you just copy the architecture from one side of the map to the other, it will be hard to make seamless, and enemies/moving objects will suddenly appear when you cross the border.
I successfully implemented it in Brothers of Piracy, with as little extras:
multiple versions of sectors, so there is a degree of variation in it
the map is reordered at the start of a new game, so even I don't know where the secret islands are.

Still needs some finetuning, though.
Nice! What did you do about bots appearing at the edge of maps?
Anyway, sounds cool. Smile
ccccc Wrote:Nice! What did you do about bots appearing at the edge of maps?
Anyway, sounds cool. Smile

use messages to teleport these as well. I need to think out some way to make it work in cooperative play as well, but I'll come up with something.
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