Help with 3D wall/platform on stage!!

Die_In_Fire

Well-known member
1. I have a stage with some platforms, but I cannot set it correctly. After many headaches, I decided to ask for help here  :D

so far this is what I coded for the current walls,
Code:
wall 136 199 101 145 355 403 55 30
wall 35 184 107 145 205 252 39 30
wall 389 203 46 145 411 476 119 53
#hole	781 130 101 145 299 299 44 109
#hole 376 131 96 145 294 294 49 109

but you can see it flaws on the video:
http://www.youtube.com/watch?v=qyTLLXLzu8c
so you maybe realized that I want to emulate the 2nd stage of the arcade Double Dragon.

attached my edited stage so you can take a look and perhaps help me with codng the walls correctly.

2. Taking a look at the video, and seeing the attached file, you can note that on the left part, the camera doesn't show the upper part of the stage. How to work on this?



[attachment deleted by admin]
 
1. You should at least give info which wall for which block in image. I am viewing video and testing wall setting ATM

2. You can use cameraoffset to move camera up.

Though, I don't understand which part you meant. Everything is shown normally as far as I can tell.
 
Bloodbane said:
1. You should at least give info which wall for which block in image. I am viewing video and testing wall setting ATM
yes sorry, I mean to walk on ALL the red area. You can see at around 0:21 that I cannot walk up that section, but over it, looking unrealistic (missing that platform)
To be precise, I've attached a new image with the area I want to be walkable, and if possibe, also to be able to walk on the little boxes. You can see on the video that I succeded on most part of the area, though I cannot get the results I want.

2. You can use cameraoffset to move camera up.

Though, I don't understand which part you meant. Everything is shown normally as far as I can tell.
You're right. I don't know what I was thinking when I wrote that question  :-[


[attachment deleted by admin]
 
Sorry for late reply, here's my wall settings for this background:

wall 180 182 -34 0 100 100 34 33 # White box on the left
wall 282 197 -49 0 242 242 49 33 # Bottom red steel beams set
wall 357 170 -22 0 140 140 22 68 # Top red steel beams set *
Wall 526 204 -56 0 500 500 56 68 # Floor on the right **
wall 540 158 -10 0 95 95 10 500  # Box set left of door * ***
wall 720 158 -10 0 75 75 10 500  # Box set right of door * ***
wall 835 198 -50 0 600 600 50 1000 # Rightmost wall ***

* Measured from ground zero

** I don't know z setting for this level but if I assume it is based on ground zero on leftedge, the high floor on the right might have invisible wall. This invisible wall is not caused by wall settings but rather by z setting. If you measure the width of ground zero on left, it is 55 pixels while the high floor is 71 pixels wide

*** Given high height assuming it's not passable

Though there seems to be glitch in wall code. The walls are perfect IF entities walk on ground zero however if they walk on top of other wall, they might ignore other walls.

I hope this is going to be fixed. But if not, some walls could be broken into smaller walls to fix this issue
 
BloodBane thanks a lot for taking the time to help me with the walls. I tried the walls so many times, and usually on "easy design" levels I don't have problems with walls at all (although I still don't manage to fully understand the setting, but somehow I got it to work most of the times).
It would be very good a tutorial on wall setting.

BB, what do you recommend for the level setting? I had
z        149 202 155


rafhot said:
openbor needs a tool to help in this wall platform stuff,  i dream with the day i will could make this walls and platforms just using mouse :P
Ohh man that would be so sweet  :D
well, I remember when I did the walls for my Valdivia City Ransom, I used Obeditor which had a tool to do that, however it was a little buggy so I never saved the changes, but used the mouse to draw the walls, and then just copy and pasted the number on the level.txt file, and starting from that I just did "trial and error". However now cannot get it to work.
 
this info is much appreciated on my end as well. Big help. after downloading the image and running it in photoshop, applying your numbers to the stage i finally understand what I'm looking at. My calculations were within 5 or so  pixels of yours for understandable reasons. it all seams to evolve around the offset of the spawning point of the wall, then left or right from their as 0 to a positive number or a negative number in pixels . At least thats how it worked out for me. the manual should be updated with this as an example. The original needs a example that shows the settings like your example, and how it relates to the playing field. Thanks
 
BB, what do you recommend for the level setting? I had
z        149 202 155

Oh I though you already set Z for this level. Anyways, yes that would do since the walls cover to z = 148.

i dream with the day i will could make this walls and platforms just using mouse

Actually I am using mouse when defining walls..... in Photoshop ;)

The original needs a example that shows the settings like your example, and how it relates to the playing field.

Hmmm... where should I start?
 
Bloodbane said:
BB, what do you recommend for the level setting? I had
z        149 202 155

Oh I though you already set Z for this level. Anyways, yes that would do since the walls cover to z = 148.
Yeah I already set z parameter before doing the walls for the 1st time. Anyways I cannot get these 3 to work: (as seen on the attachments)
Code:
wall   540 158 -10 0 95 95 10 500  # Box set left of door * ***
wall   720 158 -10 0 75 75 10 500  # Box set right of door * ***
wall   835 198 -50 0 600 600 50 1000 # Rightmost wall ***


[attachment deleted by admin]
 
Yes, that's what I'm referring with glitch. If player walks on a wall, other walls overlapping that wall will be ignored.
The only way to solve this is to break that wall into smaller ones which doesn't overlap other walls.
 
what if the boxes next to the elevator were actual items that were spawned in that spot, wouldn't that stop players from simply walking threw them. That's what I use to do instead of setting up walls.
 
Bloodbane said:
Yes, that's what I'm referring with glitch. If player walks on a wall, other walls overlapping that wall will be ignored.
The only way to solve this is to break that wall into smaller ones which doesn't overlap other walls.


What if you define the ignored wall first?
 
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