SQ Moderator Offline
Do you know how many transparent cubes looks like near each other? Would look shit:/ I would need to detect all near tiles. Because it would draw all cube faces which looks bad. @ SQ: Oh, if it is gonna take a lot time, then can be made later maybe. I said that just this way looks better for most people and me who are using this method. Not a big deal anyway. Make them transparent or they are just annoying shit.
I mean if you can make something like the radar opaque or transparent, walls should too.
Btw, the daycycle is a window of opportunities, but that thing is too basic, i mean there seem to be no good mid terms...
day-fullnight. day-fullnight
Also you could add this system for rains, snows etc even some fog
that would be interesting SQ hat geschrieben
Do you know how many transparent cubes looks like near each other? Would look shit:/ I would need to detect all near tiles. Because it would draw all cube faces which looks bad.
Use a depth-first face culling shader, I think that's what it's called, a friend used it to fix the same issue in his 3D game. SQ Moderator Offline
Nope, these issues are unrelated. Show me tile based game where there are transparent tiles. There is another problem I'm talking about. SQ hat geschrieben
Show me tile based game where there are transparent tiles.
Do not talk about the fuck we don't give. This way they just look better so what's the actual problem are you talking about? It's not up to if other games have or don't. SQ Moderator Offline
Having 5 layers of transparent cubes looks very bad. Because at the same type you see the same 5 layers of transparent cubes. People claim that "you" use this technic, but that's impossible. @ SQ: Only the topmost should be transparent. SQ Moderator Offline
You asked for it.
Should go transparent only when there's someone below it :3 Admin/Mod Kommentar
Fixed its a waste to have that there mrc User Offline
You are awesome @ SQ:, I'm planning to back with my community CS2DBR. Mami Tomoe hat geschrieben
Should go transparent only when there's someone below it :3
So then when an enemy is underneath it goes transparent even though you wouldn't know they were there otherwise.
This will lead to too many issues. And it looks kinda stupid. Only when you are able to see them, that will go transparent. SQ hat geschrieben
I guarantee that's the same issue I'm referring to, I'm kind of offended that you think I was wrong or lying, whatever the case is I don't care and refuse to help, you clearly reject my help whatever the reason. SQ Moderator Offline
Any kind of culling does not solve the issues. I've wrote that 3D engine on my own. I know how it works. I have idea how to solve this issue, but I'm not sure if it's really worth it. I'd rather make an entity with area in which you would see (or not see) certain group entities. Do you know what culling is? or better yet depth-first face culling, guessing not or you didn't bother to look it up, as ignorant as your post (and believe me I refer to the exact same issue), I told you the fix to the issue, and don't care to help any further considering. SQ Moderator Offline
Of course I do not understand what is face culling in tile based 3D game. @ SQ: You clearly have multiple faces of the cube showing at a given time based on your position, I'm done here, I've clearly been developing games since before you were born and now care less about your ignorant posts, enjoy pissing off users.