2,5 altitude

Started by mrofa, March 08, 2016, 03:03:37 PM

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mrofa


Engie nows use base alitude, which is the same for all cells in the game, this allows engie hair to be shown on wall, now if i change wall altitude to pawn or mote, engie hair will not be shown on wall or it my be shown on wall or it may clip.

This brings me to the problem of cell altitude, if altitudes would have row priority for one ther wouldnt need to be so much altitudes and for two making object that are higher that thier own cell and not to have wierd graphical glitches would be easier.

What i mean is that if a wall have altitude of buildingTall and i place another wall in under that wall(lower row), the one lower would have more priority of draw than the one higher, so if that wall uses like drawSize of 2,2 it will be drawe over the one in the higher row, which would make kida 2,5-3d effects easier to make.
Ofc this wouldnt work with between altides that are not the same hight, so a Waist altitude wont have draw priority over BuildingTall altitude .

I know that my english sux so if you have any question shot shinzy and ask questions here :D
All i do is clutter all around.

Shinzy

you mean so they would be drawn like the one on the left instead of how it's on the right?



and please don't shoot me

mrofa

Yehh shinzy thats the general idea, imagine how much more stuff i could force you to draw :D
All i do is clutter all around.

Shinzy

but isn't this already a thing? trees work like that, don't they? or are they not on same altitude?

mrofa


Sadly no every cell got the same altitude and pawns can clip thrugh many things
All i do is clutter all around.