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On 3/1/2016 10:02 AM, Bald Eagle wrote:
> Mike Horvath <mik### [at] gmailcom> wrote:
>
>> I played around with this a bit. It seems it creates images that can be
>> imported and used in subsequent scenes as repeating textures, but not
>> repeating flat textures that can be used within the *same* scene. Unless
>> I'm missing something.
>>
>>
>> Mike
>
> I guess I'm not quite following what exactly it is that you're trying to
> accomplish.
> Could you expand upon what "... but not repeating flat textures that can be used
> within the *same* scene" means?
>
I want to create an flat textured object (such as a polygon or plane)
that is parallel to the ground; and that through clever manipulation
within POV-Ray itself can be used to create a series of frames like this:
http://uploads.gamedev.net/monthly_06_2011/ccs-8549-0-57863900-1307467523.gif
Except that I want them to be isometric. Think in terms of the old
strategy game Civilization II.
Here's an image chosen at random using Google that shows what an
isometric game sprite looks like:
https://s-media-cache-ak0.pinimg.com/736x/84/25/bb/8425bb96e5bcb75a8ef3a9c8fbde1bd2.jpg
If you look at Chris Colefax's Tile Generator carefully, you'll find it
creates a 3D scene - not a 2D scene - that is meant to be looked at from
one and only one direction. Therefore, I cannot use it in an isometric
scene.
I want to do 99% of the work in POV-Ray, not using some third-party tool
or Photoshop.
A short recap:
1. The object needs to be a flat textured POV-Ray object - maybe a
polygon - that is parallel with the ground.
2. By translating the object, its texture or the camera it should
produce a sprite suitable for use in an isometric video game.
3. The texture needs to repeat in such a way that when several of these
sprites are arranged next to each other, the transition will be seamless.
4. I want to use POV-Ray as much as possible instead of relying on
external tools.
> I sliced up that little island/water jpg and played around with the tiles,
What jpg are you talking about?
but
> it's not clear to me how you're intending to arrange them. There are only 8
> tiles, whereas I _did_ understand the logic behind the 9-tile system that
> Anthony posted. I couldn't get those tiles to do much, and after using 6, I
> only had a choppy cubist reef and 2 extra tiles that seemed unusable or
> redundant.
>
> Maybe throw together a diagram or two to illustrate the goal - even if it's on
> real quick on paper and photographed with a cellphone. ;)
>
>
>
>
>
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