As mentioned in the
introduction there are three room types describing every room, room
type 0 is a 8x8 grid of cells, type 1 is a 8x4 grid of cells and
type 2 is a 4x8 grid of cells. The height is always 8 cells. Cells
sizes are 16,16,10 pixels (x,y,z).
If you split the isometric floor into a series of equal sized squares
then this is what is meant by a grid of cells.
Fixed or limited moving objects are said to be grid based objects
and are of width 1 cell and height 1 cell (any height) and are aligned
exactly with one cell - this is to make calculations for collision
and drawing simpler.
Free roaming objects (such as the player) have their own width,
height and depth and are not required to be aligned to a cell.
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Go Here
to view the room sizes. They are for Knight Lore but are the same
as in all games.
In IsoCis grid cells are rooted
on the x/y grid cell but can move up/down the Z axis.
The room size types are found on row 4 of the
filmation viewer map file.
Alien 8 actually states 40h not 80h for the z,
but it should be 80. There is something going on here I don't understand.
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