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Found a way to render isometric gfx with Bryce
spellcaster
Member #1,493
September 2001
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As the title indicates, I found a way to render iso gfx with Bryce.
It's quite easy, but for some reason it took me some time until I had the idea.
Bryce doesn't allow you to make your camera orthographic, but has several orthographic views. What I did is to use the "view from top" mode to get some iso gfx:
{"name":"iso_bryce.png","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/3\/5\/358c9375775e7ef18d4806390a963a5f.png","w":350,"h":217,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/3\/5\/358c9375775e7ef18d4806390a963a5f"}iso_bryce.png

If you're using Bryce as well, here's a short bryce isometric how to

Have fun.

--
There are no stupid questions, but there are a lot of inquisitive idiots.

Thomas Harte
Member #33
April 2000
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I don't have Bryce but having followed the link I want to congratulate you on your craftiness. Usually I see people suggesting things like moving the camera a long way away and using a really narrow FOV but that only ever approaches a perspective free view, so you've clearly outdone all of them!

Inphernic
Member #1,111
March 2001

Very nice. I just took it as a (generally accepted) fact that Bryce couldn't do that. Come here, you. :-*

Archon
Member #4,195
January 2004
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If it wasn't for the moutain peak going above the tiles, I'd say that it could also look like a hole.

kentl
Member #2,905
November 2002

It looks really nice! I'll try to create something similar myself using PovRay, some time in the future.

The perspective seems nice and the tiles are of correct (equal) size. I guess that you will have to manually edit the tiles before using them in game though?

What I am think of are tiles like for example the tree. If troops are going to be able to walk below the branches but above the ground and shadow you must have a layered system (as far as I can see).

Do you separate them into layers by hand manually? (I guess you do)

Using PovRay I could probably create a function to do this and output them on two different bitmaps (just thinking aloud here), might be difficult to get the shadow on the (ground) layer without the (top) layer being rendered. Then combine them into a custom layered tile format.

Is it enough with two layers, one "above" the units and one "below" them?

I've been thinking about creating an isometric game for quite some time now (posted about it ages ago) so I thought I would take the chance to ask you now.

spellcaster
Member #1,493
September 2001
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Quote:

It looks really nice! I'll try to create something similar myself using PovRay, some time in the future.

With povray it's quite easy, thanks to the orthographic keyword.

Quote:

The perspective seems nice and the tiles are of correct (equal) size. I guess that you will have to manually edit the tiles before using them in game though?

Well, I just places some cubes and some other object in the scene and rendered them (to have something to show). To render the objects, I guess I would render each object at the origin, and use the zbuffer to define the transparency. To make things more easy, I might store each tile in a single frame of an animation and then simply render the animation. Not sure yet.

Quote:

Using PovRay I could probably create a function to do this and output them on two different bitmaps (just thinking aloud here), might be difficult to get the shadow on the (ground) layer without the (top) layer being rendered. Then combine them into a custom layered tile format.

If you want the shadow to be part of the tile (instead of turning shadows off for rendering, and then computing the shadows dynamically ingame) you could render the object on a gray plane, and then use the zbuffer to identify the shadow area. Another option would be to use the delta of the image with floor plane and without floor plane.

And from personal experience I might add that rendering objects instead of tiles, and simply aligning these objects to the grid makes your life a whole lot more easy ;)

--
There are no stupid questions, but there are a lot of inquisitive idiots.

kentl
Member #2,905
November 2002

Quote:

To render the objects, I guess I would render each object at the origin, and use the zbuffer to define the transparency.

The z-buffer is the axis "in" into (up in this case) the picture?

What about partial difference then. The hill in your example might be drawn partly over something which is in that tile. Like in my attached example (which only is an example of the hill, not the tree). In that case I guess you need to differentiate within a tile and have different layers (or a zone marked to be drawn "over tings" above it)?

Quote:

And from personal experience I might add that rendering objects instead of tiles, and simply aligning these objects to the grid makes your life a whole lot more easy ;)

In this case you would render the ground as tiles, and then objects on the ground?

spellcaster
Member #1,493
September 2001
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Quote:

In this case you would render the ground as tiles, and then objects on the ground?

Exactly.

Quote:

What about partial difference then. The hill in your example might be drawn partly over something which is in that tile

I must admit, that I don't understand the problem. Are you asking me whether or not your map would need several layers? Or do you want to know how I'd handle the redrawing of the map to ensure that all objects are drawn in the right order?

--
There are no stupid questions, but there are a lot of inquisitive idiots.

Richard Phipps
Member #1,632
November 2001
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kentl
Member #2,905
November 2002

Quote:

I must admit, that I don't understand the problem. Are you asking me whether or not your map would need several layers? Or do you want to know how I'd handle the redrawing of the map to ensure that all objects are drawn in the right order?

I wasn't clear enough, my apologies. It was about the need for different layers. But now that I think about it I understand it anyway, I was stuck in a faulty way of thinking. :)

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