
Originally Posted by
ReadySteadyGo
This is pretty much how I've been doing it, except I'm going for complete compass independancy.
basically i did the same in runespan script - i don't care how you rotate the map, i am mapping 8x8 pixels to cubes on playscreen and i have the perspective in so i don't have necessarily same issue with being off the further from camera the floor is
but i got to really measure the values in square environment, i have merely guesstimated the camera position with respect to player
after all, runespan isn't exactly straight edges :P
and i would like to be able to adjust the zoom as well because one thing that the window does is that angular width of player doesn't change as much as you'd expect when you pan out with high angle so i find that there may be up to a 1.4x zoom when high angle
of course ideally we will be able to detect exact camera height so we can get away from angle high/low limits
but for that we will need more accurate compass reading - the actual compass reading is pretty much useless for this type of calculation, but if you can wrap the room in rectangle, and find one wall that's supposed to touch the rectangle, you both can get more exact angle of compass and calculate camera height
just my 3.7 cents (adjusted to inflation)
Edit and i know that some people circulated idea of picking up key first when entering room, but i am not sure that is always possible with trap rooms or puzzles or something, but if we get more accurate angle, and bounding box of the room, i project to map based on actual position in 3d runescape environment with full adjustment to perspective, so if we note (x,y) transformed coordinates within the room bounding box, i should be always able to place it even if we move and rotate view and change camera height, but calculating the X-Y from (x,y) projected onto [x,y,z] may not necessarily land on visible screen space. Still if i get target at -20,-5 we know we need to head up and left (no matter what the direction that may be)
Last edited by zmon; 05-23-2012 at 01:42 AM.
Perfect script? There is no such thing as "perfect", only "better than you expect".