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DarkBASIC Professional Discussion / Pre-rendered backgrounds?

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third pancake
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Posted: 25th Jan 2005 09:47
Is it possible to create worlds using only pre-rendered backgrounds similar to Resident Evil or Final Fantasy VII, VIII, and IX? You get the idea. It has 3D characters, but static 2-dimensional backgrounds that those characters can move throughout. If you move off of the screen, it switches to a new one. How would I go about making something like this? Thanks in advance!

The fear of blood tends to create fear for the flesh.
Dodo
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Posted: 26th Jan 2005 01:27
a big textured plain?

Part of solving the problem is actually noticing that the problem is there in the first place

dj chainz
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Location: England
Posted: 26th Jan 2005 02:43
One sprite, with "draw sprites first" on!

I am the lead programmer at red spark studios
I also have a blog on how to make a game engine
http://www.dbgame.blogspot.com
Etienne
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Location: Paris
Posted: 26th Jan 2005 03:13
it requires a background sprite (or image) , the elements the player would be hidden from or react to would be sprites that are set to foreground / background

i'd recommend you isolate sprites that have animations on them so as to shrink the size of the animation / load time / ram usage

and use dj chainz command for the visibility

A pixel is nothing , lots of can be all
third pancake
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Posted: 18th Apr 2005 07:05
Say I'm using an actual photograph as the pre-rendered backdrop. How would I go about creating collision that matches up with it? Thanks in advance.

The fear of blood tends to create fear for the flesh.
third pancake
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Posted: 19th Apr 2005 04:47
Anyone.

The fear of blood tends to create fear for the flesh.
Mr Snuggles
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Posted: 19th Apr 2005 05:02
You would have to take angle and distance measurements to match the camera in the game to the camera that was used to render the backgrounds, and then do collision from there. Also, you would need to plan out the images and objects in such a way as to figure out which sprites get drawn over the player and which ones go behind, as well as how that changes as the player moves.

ooo isn't that precious
third pancake
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Posted: 20th Apr 2005 05:00
Thanks for the help, but I think that only works if I actually used a program to render a 3D background. I meant what if I went out and took a photo of an actual environment and wanted to use that picture as a static background. How would I add collision in that case?

The fear of blood tends to create fear for the flesh.
G Man
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Posted: 20th Apr 2005 05:24
The easiest way to do collision would be to render a collision map. Basically a bitmap that marked off those areas that the character was not allowed to enter. This would be loaded and refered to by retrieving the pixel color for a given location. The collision information could conceivably be contained in one color channel of the image. That would allow you two more color channels to store other data. For example you could store the floor locations in another channel by simply marking the floor locations in one color channel. Now you still have a third channel that you could use for something like trigger locations (if the character steps here then something happens). Because the color channel information is a byte value that means that you can store 0-255 states in a single color or 8 boolean values.

Intel Pentium 4, 3.4GHz, 1280MB RAM, NVidia Quadro FX3000/256MB, 240GB HD, XP Pro

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