vqoley Posted June 5, 2013 Author Share Posted June 5, 2013 i know its easy to good people how to make panoramas. i'm newbie, so i don't know how to make panoramas in the eo 3.0\. anyone know it how to make panoramas at eo 3.0? Link to comment Share on other sites More sharing options...
abhi2011 Posted June 5, 2013 Share Posted June 5, 2013 I don't think there are panoramas. Link to comment Share on other sites More sharing options...
Synergy Posted June 5, 2013 Share Posted June 5, 2013 Are you sure that panorama is the word you're looking for? Link to comment Share on other sites More sharing options...
vqoley Posted June 6, 2013 Author Share Posted June 6, 2013 yes. that panorama.. Link to comment Share on other sites More sharing options...
xx0m3gaxx Posted June 6, 2013 Share Posted June 6, 2013 Could you describe what you mean by "panorama" ? or give an example of what somoene elses? Link to comment Share on other sites More sharing options...
cheatking Posted June 6, 2013 Share Posted June 6, 2013 Parallax scrolling I think he means, Link to comment Share on other sites More sharing options...
vqoley Posted June 10, 2013 Author Share Posted June 10, 2013 it's background nature, like this> ![](http://s22.postimg.org/uu20eiqo1/image.png)> ![](http://i.imgur.com/XVUiIhC.png?1) Link to comment Share on other sites More sharing options...
Zeno Posted June 10, 2013 Share Posted June 10, 2013 Programming this could give you some troubles, but here's a skeleton guide:* Add the variable Background As Byte into the MapRec types both server/client-side. This sets our client variable to map.background; the server, map(index).background.* Edit the map properties editor to include that Map.Rec variable* Add Map.Background to the buffer in SendMapData and HandleMapData, in both subs on both server and client. The location of the variable in the buffer in handle/send for a set must run parallel, or your reading and writing won't line up. Use WriteByte where WriteLong is being used, and ReadByte where ReadLong is being used.* Mimic how, for example, CheckTilesets works, to make sub CheckBackgrounds,* Then add a call for CheckBackgrounds near the call for the other graphics checks.* Add TEX_BackGrounds() As DX8TextureRec near the texture declarations in order for CheckBackgrounds to work.* Add DrawBackground() before tiles are rendered* Add a sub for DrawBackground that uses the Map.Background variable (or a default when map.background = 0). You can make this parallax by using a much wider background and changing the SX of rendertexture's call to Camera.Left. If RenderTexture has an SX + SWidth that goes beyond the right boundary of your image, nothing will render. The same applies for SY + SHeight for the bottom. You could also use Camera.Top to scroll up and down.To help you get started:```Public Sub DrawBackground(ByVal Index As Long) ' If debug mode, handle error then exit out If Options.Debug = 1 Then On Error GoTo errorhandler If Map.Background > 0 Then RenderTexture Tex_Background(Map.Background), 0, 0, 0, 0, ScreenX, ScreenY, ScreenX, ScreenY Else 'do nothing to include no background 'or, set a default 'RenderTexture Tex_Background(1), 0, 0, 0, 0, ScreenX, ScreenY, ScreenX, ScreenY End If 'Parallax would instead above use something like: 'RenderTexture Tex_Background(Map.Background), 0, 0, CameraX, 0, ScreenX, ScreenY, ScreenX, ScreenY ' Error handler Exit Suberrorhandler: HandleError "DrawBlood", "modGraphics", Err.Number, Err.Description, Err.Source, Err.HelpContext Err.Clear Exit SubEnd Sub``` Link to comment Share on other sites More sharing options...
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