delorie.com/archives/browse.cgi | search |
From: | "William J. Urban II" <wjurban AT tca DOT net> |
Newsgroups: | comp.os.msdos.djgpp |
Subject: | Allegro, 8bit sprites, and palletes |
Date: | Mon, 31 Jan 2000 02:40:46 -0600 |
Organization: | Posted via Supernews, http://www.supernews.com |
Lines: | 18 |
Message-ID: | <s9aio7v75io88@corp.supernews.com> |
X-Complaints-To: | newsabuse AT supernews DOT com |
X-Priority: | 3 |
X-MSMail-Priority: | Normal |
X-Newsreader: | Microsoft Outlook Express 5.00.2919.6600 |
X-MimeOLE: | Produced By Microsoft MimeOLE V5.00.2919.6600 |
To: | djgpp AT delorie DOT com |
DJ-Gateway: | from newsgroup comp.os.msdos.djgpp |
Reply-To: | djgpp AT delorie DOT com |
Hello all, I am currently working on the typical 2D tile based game to get myself familiar with allegro and DJGPP. I have been using paint to draw my rather primitive bitmaps but I have access to 3dstudio max at the campus computer lab. I am not too good with it at the moment. I can make some spheres and some cylinders and boxes to form a 3-d man and put simple colors on it. My question: Is there a way to render a scene in 3d studio max and then keep that same palette and transport it to paint? Or is there another program that does this? Or...should I write my overhead "tile map" to the buffer, then change palettes, then put the other image on the buffer, THEN blit that to the screen? I would appreciate any help and I am really sorry that this might be a run-on wierd message but its 2:40am and I have been messing with this since after the superbowl. Good game too :) Thanks, -Will
webmaster | delorie software privacy |
Copyright © 2019 by DJ Delorie | Updated Jul 2019 |