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Is it possible to rotate view angle?

Posted: 15 Apr 2004 12:46
by vongodric
Just asking... Would it be possible to see the game from different angles -I mean rotate camera by 45 degrees (like RCT for example)? And if yes will you guys do that too? That would be just great!

And I wanted to :bow: :bow: :bow: :bow: :bow: Really good job so far!

Posted: 15 Apr 2004 12:57
by mike[F]
It would be a lot of work, huge numbers of graphics would need redrawing from different angles..

Posted: 15 Apr 2004 12:59
by Born Acorn
and what would be the point?

Posted: 15 Apr 2004 13:07
by Purno
mike[F] wrote:It would be a lot of work, huge numbers of graphics would need redrawing from different angles..
If you can rotate in 90 degrees angles you will need 4 times the amount of sprites. Or you need to use 3D models.

When rotating in 45 degrees angles you will need 8 times the amount of sprites.

Vongodric, that's a lot, as mike[F] said. And why do you want the rotation-option?

Posted: 15 Apr 2004 15:11
by vongodric
Sorry, I meant 90 degrees not 45, My mistake. Sorry!

Posted: 15 Apr 2004 15:37
by Tyrell
Purno wrote:If you can rotate in 90 degrees angles you will need 4 times the amount of sprites.
Logical speaking (360/90=4) that true,
but from a practical point thats absolutely not needed.
(still not easy to implement)

Posted: 15 Apr 2004 15:39
by Born Acorn
I say again, what is the point?

Truckloads of effort for something thats not needed and just stupid, if you think about it.

Posted: 15 Apr 2004 15:43
by dominik81
In SimCity in did make some sense. Because huge buildings could cover up areas behind them. But in OTTD this is rarely the case. I always found rotating the map confusing though. But if someone is finished with re-drawing thousands of sprites for all three additional angles, I'll be willing to implement it.

Posted: 15 Apr 2004 15:49
by Korenn
dominik81 wrote:In SimCity in did make some sense. Because huge buildings could cover up areas behind them. But in OTTD this is rarely the case. I always found rotating the map confusing though....
which is why they introduced transparent buildings.

Posted: 15 Apr 2004 16:29
by Tyrell
dominik81 wrote:In SimCity in did make some sense. Because huge buildings could cover up areas behind them. But in OTTD this is rarely the case.
Granted, the visual benefits in this case are less than the expected benefits
of being able to rotate the map.
(personally I think OTTD don't really needs its)
Born Acorn wrote:... stupid ...
yea, yea we hear you.

Posted: 15 Apr 2004 16:38
by Snorbuckle
Implementing a basic rotation system would be nice, but I see no reason why any buildings that aren't square need to have more sprites drawn for them. We can just use the ones from the original angle, and the function will be pretty much the same. :roll:

Posted: 15 Apr 2004 16:53
by Patchman
You could always implementing it by rotating the view without rotating the buildings. This would look slightly wrong, but I think it would be acceptable.

It might be even more confusing though. But then, those whom it confuses don't need to use it :)

Posted: 15 Apr 2004 17:13
by Born Acorn
Tyrell wrote:
Born Acorn wrote:... stupid ...
yea, yea we hear you.
are you posting with an intent to cause trouble? :x

Posted: 15 Apr 2004 17:23
by dominik81
Patchman wrote:You could always implementing it by rotating the view without rotating the buildings. This would look slightly wrong, but I think it would be acceptable.
Sure, implementing it this way would absolutely be possible. But I won't do it until someone redraws all those graphics. :wink:

Posted: 15 Apr 2004 18:27
by mike[F]
Snorbuckle wrote:Implementing a basic rotation system would be nice, but I see no reason why any buildings that aren't square need to have more sprites drawn for them. We can just use the ones from the original angle, and the function will be pretty much the same. :roll:
Yes. But there are all the industries to consider.

Posted: 15 Apr 2004 18:41
by Snorbuckle
mike[F] wrote:
Snorbuckle wrote:Implementing a basic rotation system would be nice, but I see no reason why any buildings that aren't square need to have more sprites drawn for them. We can just use the ones from the original angle, and the function will be pretty much the same. :roll:
Yes. But there are all the industries to consider.
One extra sprite for each industry then.

Posted: 15 Apr 2004 20:15
by Tyrell
Snorbuckle wrote:One extra sprite for each industry then.
or just flip the sprites, if needed.

Posted: 15 Apr 2004 20:19
by MagicBuzz
mike[F] wrote:It would be a lot of work, huge numbers of graphics would need redrawing from different angles..
I think redrawing graphocs could come later, rotating should be a great feature even with odd graphoc that don't rotate.

Some games (Sim City 2000 ?) allow user to rotate map, but don't rotate graphics. It's near to be useless. The only graphics to be adaped it form indutries, because they are no squared.

Posted: 15 Apr 2004 20:22
by MagicBuzz
Tyrell wrote:
Snorbuckle wrote:One extra sprite for each industry then.
or just flip the sprites, if needed.
Flipping is the solution :)

Posted: 15 Apr 2004 20:51
by mike[F]
Can flipping generate the backs, though?