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DaVince

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12th November, 2004 at 08:28:54 -

I almost fully mastered the mode 7 object, except for the following:

1. I want to tilt the floor in a game, so that you see more from above. like this:

Image

2. I'd like to create walls. You know, blocks that go up. How do I do this and is there a way to use collision detection with those walls?

Anyone who could help?

 
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Tigerworks

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12th November, 2004 at 08:41:38 -

1. Mode 7 doesn't support that, unless you fake it by resizing the object to be taller.

2. Mode 7 Ex can do this (see the examples that came with it).

 
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DaVince

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12th November, 2004 at 09:36:53 -

It's really nonsense to exclude point 1 in a mode 7 extension. People really need it!

And about point 2, I looked at the tuts but they weren't clear enough for me.

Image Edited by the Author.

 
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Tigerworks

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12th November, 2004 at 14:27:50 -

Yeah, Marcello said he left out camera rolling and tilting etc. because it would have slowed the engine down or something.

You just need a height map to make walls appear. What don't you understand from heightmaps?

 
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DaVince

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13th November, 2004 at 10:17:39 -

I guess it's time for a mode7 2 object.
The height mapping just doesn't work. It shows trash whenever I try to use it.

 
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Liquixcat

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17th November, 2004 at 22:42:42 -

'I almost fully mastered'....Prove that, cause a mode 7 game would be quite impressive. Perhaps an RPG? There is no SNES RPG's using mode7 that I can remember.

p.s. If you are going through the trouble of learning an extension that I hear is difficult, why don't you just get everything you want and more and learn blitzbasic or even CT's own Jamagic?
mmm...multipass rendering...

 
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醤油の兵士

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17th November, 2004 at 23:46:14 -

you don't want to use Jama for 3D games

 
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Peblo

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18th November, 2004 at 01:16:00 -

"There is no SNES RPG's using mode7 that I can remember"

Someone hasn't played FF3/6.

 
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Kirby Smith

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18th November, 2004 at 01:25:29 -

Beat me to it Peblo, I was just about to say that. Chrono Trigger also used it to a limited extent (the race sequence and time-warping).

 
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Pabloa



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18th November, 2004 at 02:09:14 -

F-Zero on snes used Mode 7.

 
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Dr. James MD

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18th November, 2004 at 04:31:28 -

not to forget Mario Kart

a mate of mine is making a Mario Kart style game in MMF along with about 5 other projects

 
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Joe.H

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18th November, 2004 at 05:55:56 -

mario kart was, and still is, class.

A mario Kart game made in MMF would be cool

 
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18th November, 2004 at 06:07:16 -

I tryed a first persion shooter in mode 7 once
it got quite far but was too buggy to use

 
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Kirby Smith

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18th November, 2004 at 08:39:28 -

Exactly when did F-Zero and Mario Kart become RPGs?

 
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Joe.H

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18th November, 2004 at 09:11:04 -

dunno about F-Zero, but mario had Super Mario and the Legend of the Seven Stars, which was an RPG on the SNES

 
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18th November, 2004 at 11:23:41 -

Terranigma was an rpg that used mode 7.
and zelda does too.

I know this and have never owned a Snes.

 
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Liquixcat

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19th November, 2004 at 01:46:45 -

I don't mean using mode7 for 2d effects like those cool fade effects and w/e. I mean a 3D RPG using mode7 i don't recall....
you don't need to use mode7 to make a 2D rpg so i figured people knew what i was talking about...

 
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DaVince

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20th November, 2004 at 03:04:40 -

Okay, so today I noticed I don't know half as much about the Mode7 object as I want to. So, anyone knows about eight mapping then?

 
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Assault Andy

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25th November, 2004 at 05:13:55 -

Mode7 is Crap. Use the OpenGl extension, it's easy to make FPS style games.

 
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25th November, 2004 at 05:29:57 -

the OpenGl extension is crap. use Blitz3D

 
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25th November, 2004 at 08:03:06 -

secret of mana uses it as well

 
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DaVince

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25th November, 2004 at 09:23:31 -

I don't think Blitz3D is out yet. I'll try to learn to use the OpenGL object, it has the following advantages:
Much smoother movement, even in hi-res!
Good hardware support.
Loading external files to keep the file size down.
No thick pixels!
So, anyone know a good OpenGL tut?

 
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ChrisB

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25th November, 2004 at 13:23:13 -

What do you mean, it's not out? (The release date for that on the Amiga was 1995, btw)

I believe Pilotwings used Mode 7 in the most complicated way, with tilting and rolling. It's processor intensive but possible to do at a decent speed (as SNES emulators have already proved) - there were bottlenecks with MMF's drawing engine which caused the problem, but it could've been overcome relatively easily.

Anyone know if it's possible to get the Mode 7 style with a fully 3D scene?

 
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DaVince

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26th November, 2004 at 11:41:01 -

I can't find the Blitz3D extension in the extension list (if it IS an extension!).

And the OpenGL ext doesn't work on my PC...

Image Edited by the Author.

 
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Zane



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26th November, 2004 at 13:52:58 -

blitz3d is a programming language
http://www.blitzbasic.com/

 
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