InkL0sed wrote:DiM wrote:Lone.prophet wrote:this would be so cool in 3d care to coloberate or whatever the word is?
yeah it would but i tried doing that but it doesn't work.
if it is full 3d then some terits will be hard to see cause they'll be in the back. if it is isometric then visibility will be slightly better but it doesn't fit within the size requirements. i already mentioned this problem.
so i was left with 2 options. do a classic top down view where only roofs can be seen or do something different like the current blueprint.
Do it so you can see the roofs at least. GTA 2 style.
sorry but gta 2 style is not possible.
gta 2 had a top down view but also had a moving camera and created the feeling of depth by skewing the view a bit.
look here:
because i have a still camera i can't create the depth and i can't make the side of the buildings to be visible like in gta2. the only way to make the sides visible is to tilt the camera at an certain angle. but if i do that, then the back buildings will be masked by the front buildings. not good.
so i decided on an isometric view with diamod shaped terits instead of squares but that makes the map too big. i would need something like 1200 px to add the same number of terits.
and the only solution was a pure 90 degrees top down view but the problem with that is that you can see only the rooftops. nothing else. and to be honest that's very bland. now ask yourself if you have seen any game where the cities are top down view. i haven't. why? because they are ugly. simple red and grey squares spread along some streets. i wouldn't even have had the possibility to realistically add colours to separate continents.
that's why i chose the blue print. it gives me the ability to squeeze so many terits in a tight space and it can also realistically and nicely represent a map
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku