
07-15-2007, 05:46 AM
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That one guy...
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Join Date: Mar 2001
Location: Sonoma County, California
Posts: 2,925
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I think that's a horrible idea Vash, would probably be to laggy (well not to laggy but the extra load time would not be worth the reward) and add pointless stuff to load from the .nw files (you would now have more then just 2 characters per tile) and I'm sure almost no one would use this except the more innovative servers.
I've come up with probably the only way it would work practically as follows:
Since a TLevelObject has to be on showimg layer 1 and all TShowImgs have to have some sort of layer number (I'll only talk about 0 - 3 here since 4+ doesn't matter), then the tilelayers need a "displaylayer" variable which would be some number between -1 and 4.
0 through 3 would just display the layer much like a TShowImg with that layer, -1 would be the default of tilelayers and would display under all non-tile objects. 4 would just display it over everything no matter what (except other tilelayers on 4).
These layers could then be given the "z" variable. All tilelayers, TLevelObjects and TShowImgs (on a given displaylayer) would be displayed in this order:
- Anything objects gets displayed over anything that has a lower Z variable then it.
- For any object with the same Z:
* non-tilelayers get priority and display first.
* the tilelayer with the higher index would be displayed on top.
This method should make it exactly as it is now with only new featuers added (to avoid messing with any current things using tilelayers or z attributes).
Thoughts? |
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