Areas Intersection [SOLVED]

Started by Ovod, Thu 30/12/2004 20:01:13

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Ovod

Hello, is it possible to create functional intersected areas, near like this?
So, that a character may walks under and on?



Thank You.

strazer

Yes, it's possible, although it requires a bit of fiddling.

AGS doesn't support overlapping walkable areas natively, so you will have to use workarounds, turning on/off walkable areas on-the-fly.

Check out this template by Scorpiorus, for example:
http://www.geocities.com/scorpiorus82/stairs10.zip (right click/save as)

Pod

Will CJ think about implementing this? Even AGI has this :O

Radiant

AGI doesn't have areas at all, only trigger lines. What you perceive as areas in for instance KQ3 (the wizard's hallway comes to mind, and the pier) is in fact a clever manipulation of walkable/nonwalkable, and trigger lines. This is very much possible in AGS.

CJ has stated in the past that, due to the way regions are implemented, it is not feasible to implement region overlaps.

Pod

ahaaaaa. Makes sense.


How did it work in SCI?

Why dosn't he implement something like this :

http://www.amberfisharts.com/files/featured/featuredpic.png

Ovod

Strazer,
thank You very much, man

Radiant

Quote from: Pod on Sat 01/01/2005 15:28:40
How did it work in SCI?
IIRC similar to AGI.

Quote
Why dosn't he implement something like this :
http://www.amberfisharts.com/files/featured/featuredpic.png
Er, because that doesn't allow for intersecting areas either? Also I'm not sure if I see the point of setting height to an area.

Snarky

I betcha that does allow intersecting walkable areas. Just draw them on top of each other. You see that each area is a polygon (a triangle, to be exact), and two areas are connected if they share a side. If you draw two areas that cover the same space, but don't share a side, you'll have overlapping, distinct walkable areas.

I don't think the areas genuinely have height. I think the editor just projects the "groundplan" up by a certain height, scaled by the same amount as the object scaling. That way, people working on it can get a better sense of the space they're defining, and set the scaling appropriately.

Of course, it's possible that the areas genuinely have height, and the engine is in fact projecting objects in 3D space onto the background. That would be kind of cool, and allow for easily extending it to 3D characters (as has often been discussed for AGS).

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