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>> No.12269848 [View]
File: 1.68 MB, 400x400, depth.gif [View same] [iqdb] [saucenao] [google]
12269848

>>12269818
What do you mean? For the world or the sprites?

Right now when it comes to the world (blocks) I don't have any depth issues since the positions are making sense.

For the sprites it's another story. Usually it "should" work with 3D when using the common way of using planes oriented at the same direction, but since I'm "faking" their display like I mentioned earlier it's a bit tricky.
For example I can't just make them have the same rotation as anything in the world ( isometric is around 45° / 30° ), they need a fix in their rotation to properly face the camera like they do in the original picture ( which means an inverse -45° / -30° ). The problem here is that the sprites are actually oriented in the fakeshot, you can see that their feett are not aligned but already aligned with the world. For example it means that without the reverse orientation, they'd just look like half a plane like you could see in the gif when I rotated the camera around. It's a bit hard to explain.

Anyway as long as the collision system is working fine like you can see with the tree, there shouldn't be any issues. This is why I was thinking at some point that the fastest way would be to just create a 3D model for them based on the original colors, but modeling is just not something for me.

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