isometric help.

i made a simple iso demo, i am now wondering how to add sloped tiles to it. i just dont have a clue.XD. here is a picture(attached~)

Im nto 100% sure what you mean. Doing slops is just a matter of having artwork that is drawn sloped, eg a ramp.

Best book I know on Isometric game programming is this…

http://www.amazon.com/exec/obidos/tg/detail/-/0761530894/qid=1123191273/sr=8-1/ref=pd_bbs_1/002-7946035-2678412?v=glance&s=books&n=507846

Rather than rendering each tile as a single quad with a height, try representing the tile as a ‘fan’ of 4 triangles, and store a height for each of the corners, plus the center point (5 points). See 1st attached pic.

You can then vary the height of each of the corners independently. This allows you to make slopes or even curved sections. Then just map your tile texture onto the 4 triangles… easy greasy. See 2nd attached pic.

Maybe this is useful to you?

Unless im missing soemthing this is purely an artwork and blocking issue.

The drawn position of the player actually doesnt chnage any I don’t believe.

Player should probably be placed at the proper height, or he will look like he is floating… You can interpolate between the vertex heights to find the appropriate height at which to draw the player (or other things).

However, you might have the reverse of this if you render the character at screen center and then transform the world around him, which is typical of ISOs.

Thanks, i think i might have an idea now. :slight_smile:

Actually I dont believe the height changes unless you have a tile thats more then one tile-diamond in size.

Otherwise, since you have to move up or down in Y anyway going up or down a ramp, i believe it looks right automatically…

I could be wrong but thats what my minds eye is tellign me…

Yes I think that’s true, but only in the case where the tile-diamond is a flat (sloped) surface. Since it is a triangle fan and not a quad it is possible for it to be ‘curved’… e.g. each of the 4 segments could be on a different plane, and each of the 5 points could be at a different height. This would mean that simply interpolating between tile heights would make your avatar ‘float’ over a depressed center vertex, or penetrate into a raised center vertex, among other artifacts.