[等角地图瓷砖:1:1比率][SA Pixel Tutorial]
作者:Karen [www.spriteart.com] 译者:狂人=Madman=
译者狂人说:SpriteArt的这一系列教程非常的全面,涉及到像素艺术的方方面面。这一篇讲解了一些创建游戏地图瓷砖的相关知识,狂人愚钝,有点乱。
本教程介绍少见的斜45度等角瓷砖制作技法,我希望能够讲得比较全面。为了方便你的学习我提供了大量范例。印象中有一个使用这种透视的游戏,那就是 Konami 在 GBA 上的杰作《Boktai: The Sun is in Your Hands》。观察这款游戏的屏幕截图,其透视简直是难以忍受(不可思议),基本为“等角透视”;透视线无法相交于一个灭点(按照物理学的规则,现实中的透视是有灭点的)。
诚然,由于水平和垂直角的比率相同,为 1:1,这个透视法要比“标准的等角透视”简单的多。我们进入细节来看是什么使它这么简单化。
从一个基本瓷砖开始。尺寸是 32x32 ,各处的同向水平垂直距离相同。每个角尖部都是 2 个像素,这个和“标准的等角瓷砖”不同。
基本等角块的示例在这里,上面还标记了半块的位置。与标准瓷砖相同,半块 和 整块 的垂直像素相差为 8 个像素。
图例是一个 1:1 等角瓷砖,尺寸是 32x32,接下来是 32x48 尺寸 1:1 等角块。半块是 8 像素高,和标准半块一样高。
拼接 1:1 等角的表面瓷砖之间没有重叠。
If you were to break a half block into tiles, as you can imagine on the top illustration with the white box of 16x8 dimension, a similar meta tile common in the standard isometric view would be applicable to hold that data, as opposed to making it a 16x16 tile block that consisted of 3/4 floor area. Also note, that in general, these 16x16 blocks might even be compressed further with a tool that could break a tileset up into 8x8 blocks and test for repetition of unique tiles. Once again, this is an engineering issue, and will not be further discussed in this tutorial.
Lets look at a situation where two floor textures would meet. The four corners consisting of 16x16 tiles would be required to make the floor textures meet at each quadrant, assuming that you only have 1 tile layer to work with (if not the case, you might want to consider layering and using transparencies to hold the unknown data for overlapping textures, as mentioned previously in this tutorial and heavily in the standard isometric tile tutorial). Note that the minimal amount of 16x16 tiles needed to repeat a single floor texture is 2 tiles, as shown in the bottom illustration with the white bounding boxes. This "4 tiles required for merging textures, 2 tiles required for a single texture" theme is the same for both 1:1 and 2:1 isometric viewpoints, only difference being the actual meta tile dimensions. Thats it for 1:1 isometric tiling technicalities. look for the map building tutorial to put all this great info to good use!
A lot of the same rules apply for 1:1 isometric tiles as standard ones, save the tilesize is now 16x16. However 16x8 meta tiles can be utilized in situations, such as making the half block. Note that to extend a wall, you need a seperate 16x8 meta tile minimum to do so. Basically everything can be broken down into 8x8's, but its really hard to draw it all in that size, so let a programmer's tool do that dirty work for you if you are so lucky to be working with one.
关键词: 像素艺术 游戏 瓷砖 地图 教程
- 固定链接: http://www.madcn.com/madcg/jc_sa_pixel_tutorial_isometric_tile_1_1_ratio.php
- 原文链接: http://www.spriteart.com/tutorials/02_iso_1to1.html
- 相关链接: 等角地图“瓷砖(Tile)”元素:2:1比率 Karen
- 相关链接: 画45度俯视树的步骤 可乐加冰
- 相关链接: 游戏地图步骤 可乐加冰
- 相关链接: [MadCN像素辞典]