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Bams, covered and not


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#1 temnix

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Posted 23 March 2017 - 07:38 PM

The explosion of a fireball only rolls out as far as the nearest wall, and a stinking cloud also stays within limits. So do effects of projectiles under or over creatures, like grease. Why? Aren't those just BAMs played by the engine? When I make a BAM of my own and use opcode 215, Play Special Effect, to make it appear at a target point, and the image is large enough, it goes over the nearby walls and castle towers - and then not all, but some. Characters can walk over this image and under it, if they go north, as if behind a curtain. In short, it's plastered over the screen, not laid over the terrain. This happens whether or not "Not covered by wall" is checked in the properties of the VVC file. This is most obvious with large images, but, in principle, image size shouldn't matter. If a small image was close enough to a structure, the same would be noticeable.

 

On the other hand, as I said, spell effects and big creatures like giants, who are also BAMs, walk near and by towers and obscure them without landscape features sticking out through them.



#2 Gwendolyne

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Posted 24 March 2017 - 04:49 AM

Did you check the wallgroups in the ARE file you are testing your animations?


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#3 temnix

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Posted 24 March 2017 - 11:42 AM

No, but this sort of thing shouldn't matter. It's a regular area. I want to know how to prevent BAMs from being stood on by walls. Like I said, a giant can walk anywhere he can squeeze between and his head doesn't end up under the base of a tree higher up on the Y axis. What does Z do, by the way, in a 2D game?


Edited by temnix, 24 March 2017 - 11:43 AM.


#4 The Imp

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Posted 24 March 2017 - 01:13 PM

..by the way, in a 2D game?

Sorry, but there's no 2D games. Never has been and will never be. 2D means two dimensional... and while that sounds a lot, it's not. As Time needs to be one of them.

That's besides the point of course... should you know, the original maps were made in 3D modeling program that then rendered them into 2D images... but that doesn't make the game into 2D, but 3, as then you add the characters that are the moving parts.


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#5 GeN1e

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Posted 24 March 2017 - 05:18 PM

Fireball and grease are not a single BAM, but a (semi?)hardcoded swarm of smaller ones, dubbed as "explosion" in editors.

 

Wallgroups only cover what's above/north their baseline, which is why long diagonal walls (in the art) use multiple small wallgroups instead of one large.

 

BAMs have their own base "center" coordinates for each frame, 0;0 corresponding to the upper left point. In practice, with Y<=0 you can walk over all it, while Y>=height covers you immediately, and when you center it at the frame's middle you get this

Characters can walk over this image and under it, if they go north, as if behind a curtain.

Edited by GeN1e, 24 March 2017 - 05:18 PM.

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#6 temnix

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Posted 24 March 2017 - 07:02 PM

So a negative Y, then, and it will carpet the floor?

 

Imp, time is not a dimension. It was Wells' idea so he could introduce a bicycle for riding along it. :P

 

Where did they get a 3D editor in 1997?



#7 GeN1e

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Posted 24 March 2017 - 09:39 PM

Supposedly yes. BAMs are not usually meant to be "carpet" like that, so it may require shamanic dance with flags and options to get the desired result...

 

https://en.wikipedia...ki/LightWave_3D


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#8 temnix

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Posted 24 March 2017 - 10:55 PM

Couldn't manage it even with negative Y. And the flags. However, I did get to walk all over a giant woman.

 


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