
Iso image slicer????
Hello !!
I have been working on an Iso Engine for some time now - vey similar to the one in TAN''s book (which is great btw!). Then I drew a sprite bigger than 1 tile, and I realized that I need an Iso tile slicer....(to slice image to multiple tiles ).
I tried to write one by myself, but without any good results. So if anyone has experience in writiing a slicer, I''d ask to help me in any way ( Source code,tips,.......).
Thanx alot !!
PS: Sorry about my english, but I am not a native speaker.
Life lived unexplored is life not worth living !

Life lived unexplored is life not worth living !
I assume you need to do this for larger objects?
In my engine, I structured it to have different types of tiles. Each different tile contains the with/height of the tile, it''s anchor, image src RECT, and more. With this information you can draw larger images on one tile without having to slice them. The anchor is a very good thing, you can set by which point in the image it will anchor the object to the center of the base tile (in my engine, even the floor tiles have an anchor which is the center).
This way you will only have to draw one object and it should layer perfectly.
If I totaly misunderstood you, my bad
In my engine, I structured it to have different types of tiles. Each different tile contains the with/height of the tile, it''s anchor, image src RECT, and more. With this information you can draw larger images on one tile without having to slice them. The anchor is a very good thing, you can set by which point in the image it will anchor the object to the center of the base tile (in my engine, even the floor tiles have an anchor which is the center).
This way you will only have to draw one object and it should layer perfectly.
If I totaly misunderstood you, my bad

I developed a program that slices images as large as 640 x 480 into diamond shaped isometric sprites. It creates a specific size for my engine (64 x 32), but you could alter the source code to any size if you like. The program is on my web site, if you want to try it out, and I''ll try to post the source code there in the next week. You can also download the source code to my game engine (Isotest) and isometric map editor there as well. The site''s address has recently changed to: http://members.home.net/davidtilman1/
Check out my tool at http://www.pacaccess.com/davidr/Slicer/Slicer.html.
Sorry about the lack of documentation, but Im working on it. I can tell you how to use if its not obvious.
Sorry about the lack of documentation, but Im working on it. I can tell you how to use if its not obvious.
July 27, 2001 01:43 PM
quote:
Original post by David Rostowsky
Check out my tool at http://www.pacaccess.com/davidr/Slicer/Slicer.html.
Sorry about the lack of documentation, but Im working on it. I can tell you how to use if its not obvious.
White background + Yellow Text = HARD TO READ
July 27, 2001 01:45 PM
quote:
Original post by David Rostowsky
Check out my tool at http://www.pacaccess.com/davidr/Slicer/Slicer.html.
Sorry about the lack of documentation, but Im working on it. I can tell you how to use if its not obvious.
White background + Yellow Text = HARD TO READ
I agree with Bose. In my isometric engine, each tile in the tile set has a start xy coordinate property. For most tiles this is 0,0, but for some tiles that stick over the edge, they may need to start painting a bit earlier. If you are using transparency anyways, which you probably are with diamond shaped isometric tiles, it should be easy to make tiles overlap like this.
In my thunking device, what happens to the inherited pointer to the original base class when I override the function & how do I access it in my inline assembly code, assuming that we are referencing the higher byte of the 16-bit variable?
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement
Recommended Tutorials
Advertisement