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Project: Paper Kart
Project Started: 29th September, 2010 Last Update: 8th October, 2010
Project Owner: Strife Project Members:
Project Type: Racing Project Progress:


 

Public Forum ::. The reason why people don't use Mode 7 object
 

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Disthron



Registered
  08/02/2005
Points
  1101

VIP Member
6th October, 2010

Hi, I just wonted to comment on what you said in your project page.

The reason more people do not use the Mode 7 object is, in my opinion anyway, because the sprite mapping system is pretty terrible. I remember when it first came out for MMF1.5, I was moving an object around the playfeald as a camera and had it track to the Mode 7 object in only a couple of days. Cut to however many years and attempts latter and I've finally managed to get sprites to work in the dam thing. Once I got it to work I just copied and pasted the events for every other sprite in the demo I've been working on.

Each sprite has a big block of actions in 1 event that dose the exact same thing for every differant sprite, and all that could have been automated internally. There dose not seem to be a reason to force the player to do that by hand. A good example of how the sprite mapping should have been done is the system used in the Ray Casting extension. When I first got a hold of it I first expected to have similar problems to the ones I had with Mode 7 but the sprite mapping in that was a breeze by comparison.

Anyway, your project looks pretty cool, and I hope it goes well for you. I actually do like Mode 7 as an effect so I have a kind of love-hate relationship to this extension.

 
"Oh, my god! A lightning monster just ripped out this poor woman's eyes, and your mocking her shrubbery!" - The Spoony One

Strife

Administrator
Der Dairy Crick

Registered
  21/11/2002
Points
  2305

VIP MemberGOTW AWARD! -Astro Dude - part 1 GOTM JULY - 2009 - 3RD PLACE!It's-a me, Mario!Has Donated, Thank You!I donated an open source project
7th October, 2010

Yeah, I must agree that sprite mapping is pretty tedious to do by hand, especially with the way MMF2 handles objects.

Of course, there's always the option of using qualifiers for all of your sprites to make mapping them easier. Then you just spread an ID value amongst them and run a fastloop. Alternately, you could use a single active object that contains graphics for every bit of scenery you'd want to place on the map, although the tricky part there is to make sure that the correct graphic is displayed for each one.

I've heard a few things about the Ray Casting extension, but my knowledge about it is limited. Could I, theoretically, use it in conjunction with the Mode7 object to add proper walls to my tracks? In other words, is there a way to make Raycasted walls move and rotate with a Mode7 plane? I'd certainly love to use it to display billboard signs and such that extend above the horizon line.

Also, thank you for the vote of confidence.

 

Deleted User
9th October, 2010

hurry! finish this!

 

Strife

Administrator
Der Dairy Crick

Registered
  21/11/2002
Points
  2305

VIP MemberGOTW AWARD! -Astro Dude - part 1 GOTM JULY - 2009 - 3RD PLACE!It's-a me, Mario!Has Donated, Thank You!I donated an open source project
13th October, 2010

Hey, you can't rush art. ^_~

 
   


 



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