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Steel Rat Legend


Joined: 08/19/2005 Location: United States Posts: 1672
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| Posted: 11/02/2005 at 3:26pm | IP Logged
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Alrighty, after playing some more video games I wanted to start making some isometric skirmish mapping objects to be able to make great maps like one might see in Fallout: Tactics or Diablo, etc.
Problem. I'm using Poser 5 to make use of the vast number of sci-fi walls floors doors, windows and paraphernalia I have for Poser. But, I tried making a couple wall sections that can be used modularly. But the perspective view that Poser renders causes the object to become smaller the farther away it is, or the farther away portions of the objects are. So, when you try to place them together as a continuous wall, one end doesn't match up with the other.
Here is a screenshot that illustrates what I mean.
I can't find a setting in Poser that will remove the perspective.
Any thoughts?
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Metajock Legend


Joined: 07/10/2004 Location: United States Posts: 1053
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| Posted: 11/02/2005 at 8:23pm | IP Logged
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Forget Poser or DAZ for "out of the box" answers for this. You'll need a much more expensive program to get what you want for that. (Like Rhino 3D, or such, which allows you to turn off the perspective.) You'll always get pseudo-Coriolis effect when rendering in those programs, as the are deliberatly designed to give perspecitve.
HOWEVER: You might want to try to use the Transform options in Photoshop to fix it (try Perspective, Skew or Distort), but you'll still get some mild distortion, but you should be able to work with it.
Also, might help lessen the effect by setting your render dementions at a VERY large scale, with your object way off in the distance. That should give you a bit of an edge on the perspective, but I've not tried this myslef.
That'll be the best options I can offer. If anyone know anything else, PLEASE... <grin>
Hopes that helps some...
(Hmmm, more dreams of Fallout...) <grin>
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Steel Rat Legend


Joined: 08/19/2005 Location: United States Posts: 1672
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| Posted: 11/03/2005 at 8:28am | IP Logged
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I was afraid that would be the case. However, I played around with the Perspective settings of the main camera and I think I have it now. It's pretty darn close. The following was made in DJ with only two wall section objects.

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Steel Rat Legend


Joined: 08/19/2005 Location: United States Posts: 1672
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| Posted: 11/03/2005 at 9:00am | IP Logged
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Here's another test with a floor object. I think I need to render the floor object larger. I had to scale it up and it pixelated quickly in spite of being 300 dpi.

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Steel Rat Legend


Joined: 08/19/2005 Location: United States Posts: 1672
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| Posted: 11/03/2005 at 9:52am | IP Logged
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So, since I've already started cranking out objects with these settings what does everyone think of the angles I'm using?
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heruca Janni (Moderator)


Joined: 09/28/2005 Location: Argentina Posts: 6328
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| Posted: 11/03/2005 at 10:30am | IP Logged
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Impressive-looking results.
I'm just wondering at how practical it is to make isometric maps. The very
nature of those maps means that some areas will be hidden behind walls,
so you don't get to see everything. Since it can't be used in conjuntion
with minis, I suppose its only real use for an RPG adventure is illustrative.
I can see it being used to good effect in a case where a top-down view
doesn't clearly show important details. But you'd need isometric views of
everything (furniture, etc), wouldn't you?
What do you see these isometric views being used for? Maybe I'm missing
something.
BTW, I noticed that on your last pic, the top of the rear wall doesn't line
up with the top of the adjacent wall. And that same wall doesn't look
parallel to the opposing wall.
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Webmaster Scott Djinni (Admin)


Joined: 10/07/2005 Location: United States Posts: 329
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| Posted: 11/03/2005 at 10:46am | IP Logged
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That's really nice! The hidden wall problem is an issue. When we did Fallout 1 we had to make some changes to deal with that. The first one of course was the transparent halo around the player. But the next problem was seeing enemies near close walls. So that's when the red highlight effect was added. So even if the player couldn't see a person they could see the outline.
You might consider making versions of the walls with a fadeout on each end. Would require 2 more pieces for every wall. But that way the close wall could be removed for seeing the inside like a cutaway drawing.
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Steel Rat Legend


Joined: 08/19/2005 Location: United States Posts: 1672
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| Posted: 11/03/2005 at 10:55am | IP Logged
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heruca wrote:
Impressive-looking results.
I'm just wondering at how practical it is to make isometric maps. The very
nature of those maps means that some areas will be hidden behind walls,
so you don't get to see everything. Since it can't be used in conjuntion
with minis, I suppose its only real use for an RPG adventure is illustrative.
I can see it being used to good effect in a case where a top-down view
doesn't clearly show important details. But you'd need isometric views of
everything (furniture, etc), wouldn't you?
What do you see these isometric views being used for? Maybe I'm missing
something.
BTW, I noticed that on your last pic, the top of the rear wall doesn't line
up with the top of the adjacent wall. And that same wall doesn't look
parallel to the opposing wall. |
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I see it as being as useful as any other map. Personally I do all my gaming online, so minis aren't an issue.
As for making iso views of all the other objects, yup, I intend to.
Lining up the walls is difficult, have to turn off snap to grid and then try and get close. I don't think I can help the problem of walls not seeming parralel, but I think it's because of the LACK of perspective. In other words, for them to look right nothing else would.
If there are any suggestions I'm open to them.
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Steel Rat Legend


Joined: 08/19/2005 Location: United States Posts: 1672
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| Posted: 11/03/2005 at 10:57am | IP Logged
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Webmaster Scott wrote:
That's really nice! The hidden wall problem is an issue. When we did Fallout 1 we had to make some changes to deal with that. The first one of course was the transparent halo around the player. But the next problem was seeing enemies near close walls. So that's when the red highlight effect was added. So even if the player couldn't see a person they could see the outline.
You might consider making versions of the walls with a fadeout on each end. Would require 2 more pieces for every wall. But that way the close wall could be removed for seeing the inside like a cutaway drawing. |
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Yeah, been thinking about that as well. I can make semi-transparent versions of the walls, if you think that would work. I'm not looking to make a video game out of it, that's for sure. I just like the look of iso maps over top-down, and iso really lets me use many more of my objects that would have no meaning viewed from the top down.
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forumLurker Legend


Joined: 03/31/2005 Location: United States Posts: 3938
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| Posted: 11/03/2005 at 11:09am | IP Logged
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I think this could be a very cool style of mapmaking. Keep the good work up, Rat!
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