> For the fog of war I use objects that simply disappears into contact with the hero. For the character it is 30 frames per second in its animation and I use the software "Poser".
>
> I agree with the effect of wall texture that leaves the ground when in motion but I have not yet found a way to "tilt". Any advice?
>
ahh i see. i am asking because i am i need of FoW too but my layout is propably much biger then your world map and i was curious how big impact so many FoW clouds objects may have on the performence.
Ohhh Poser! can you tell me, how easy is it to learn for a non-modeler person? i tried .blender and my brain melted thru my ears. I even checked demos of Maya, 3dMAX, Cinema4D but with similiar effect. And i am still looking for a software which would let me lay my hands on some kind human-like Characters models. Human-like characters are the only thing i am still missing. for my game.
About the wall texutres... umm what you mean? Cave walls are okey, so are that vault-like doors. its just the blending(the valult doors look unnatural on the wall). and when i was talking about the ground i meant it doesnt look like a ground. more like a wall, as you cant observe any angle, which should be present even a bit, if the gameplay is topdown-isometric.
hold on, ill give you an example of what i mean.
i just made this terrain. here is a topview, just like you textures of the ground:
<img src="http://img205.imageshack.us/img205/8330/sample10.jpg">
its hard to gues the angle, or is it a wall, or a ground seen from above.
this one is just edited a bit, with perspective scewing
<img src="http://img18.imageshack.us/img18/4971/sample2n0.jpg">
do you see the diffrence?
hey irbis do you know a technique in construct that I can make a terrain like a grass with different 'grass images' without creating 500 sprites?