Path: chuka.playstation.co.uk!news From: "Max" Newsgroups: scee.yaroze.programming.3d_graphics,scee.yaroze.freetalk.english Subject: Re: Prerendered backdrop style 3D engine Date: Sun, 19 Aug 2001 19:29:51 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 32 Message-ID: <9lp0on$p3k7@www.netyaroze-europe.com> References: <380C496C.2D938EEB@easynet.co.uk> NNTP-Posting-Host: modem-174.babbelas.dialup.pol.co.uk X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.00.2314.1300 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2314.1300 Xref: chuka.playstation.co.uk scee.yaroze.programming.3d_graphics:1506 scee.yaroze.freetalk.english:7043 Re-reviewing this thread I was giving crap advice. Just split your backdrop into its component parts i.e. what comes in front and what comes behind the player model/sprite then give them different priorities in the ordering table depending on where they should be... objects in front of the player get a low priority and backdrops behind get a higher priority meaning they get drawn first. Check the GsSortFastSprite function. Make sure your OT length is big enough to handle all the layers. Max Philip Gooch wrote in message news:380C496C.2D938EEB@easynet.co.uk... > Hi > > I was wondering what might be involved in creating a 3D engine that used > prerendered backdrops, as in Resident Evil etc. > > Seems to me that this is harder than a realtime 3D engine (Tomb Raider > etc), because you would need to take your prerendered backdrop and slice > it up so that characters could walk around the scene realistically (i.e > move behind and in front of wall, cars, pillars and so on). Also, you > would need 'invisible' 3D objects to act as bounding areas for each > 'slice' of the backdrop. > > Has anyone tried this or got tips on how to start, sample code etc > > Thanks in advance > > Phil >