Z-Odering objects
by Gavin Beard · in Torque Game Builder · 01/13/2009 (10:30 am) · 3 replies
Hi all,
I have tried searching the forums but all results i find seem to be TGE posts.
I am hoping someone may be able to point me in the right direction for this as i'm hitting my head against a wall ;-)
What i have is a base tile map, a user controlled character walking around the tile map (controlled by arrow keys), and then objects placed around, such as tree's rocks, buildings etc (think Snes RPG / TBS).
The effect i'm needing to accomplish is that of the character going in front of / behind of objects based on his x/y position?
I'm sure this is simple and i'm just missing something simple, but any info would be great.
thanks
I have tried searching the forums but all results i find seem to be TGE posts.
I am hoping someone may be able to point me in the right direction for this as i'm hitting my head against a wall ;-)
What i have is a base tile map, a user controlled character walking around the tile map (controlled by arrow keys), and then objects placed around, such as tree's rocks, buildings etc (think Snes RPG / TBS).
The effect i'm needing to accomplish is that of the character going in front of / behind of objects based on his x/y position?
I'm sure this is simple and i'm just missing something simple, but any info would be great.
thanks
Torque 3D Owner Aaron Miller
I never played SNES RPG so I may be off base, but it sounds like the higher something is on the screen the more it should be placed behind objects in the foreground. Have you looked into using the Layer Management tab and selecting ordering by axis? I've only played with it a bit myself, but based on the sort point of an object you can get another object to appear ahead or behind it based on either X or Y position. (btw, I had a hard time finding the tab until I clicked on t2dSceneGraph in the project tree, then Edit).