POV-Ray : Newsgroups : povray.general : Repeating texture sprite : Re: Repeating texture sprite Server Time
16 May 2024 14:45:39 EDT (-0400)
  Re: Repeating texture sprite  
From: Mike Horvath
Date: 1 Mar 2016 12:03:05
Message: <56d5cb49$1@news.povray.org>
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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