I am beating my head a little bit here for a while but I still could not find a way to set up my game to look like Tibia pesperctive: exemple
Reading on tutorials on internet I could figure out how a normal orthographic perspective works, but tibia's one is kind of odd.
Digging over webs I found in here a guy (Clint Bellanger) who describes really well how to get the same perspective in blender's render according to him:
Start with a scene in 45 degree isometric. Video game style, where
the camera angle is Blender (60,0,45).In Blender if you look at Buttons Window -> Scene -> Render Buttons ->
Format, you can set the render aspect ratio. Set AspY to half of
AspX. This is the same as taking regular rendered output and scaling
X by 50%. If you rendered a cube, the top of the cube will be a
perfect square (though at a 45 degree angle).We can then use Blender nodes to rotate the result 45 degrees. The
output:Note this started as a cube, so there's a lot of "vertical"
distortion. So you might have to scale meshes to 50% Z before using
this method. Also notice the Edge seems to be applied after the
Aspect, so the edge isn't distorted.Blend file: http://clintbellanger.net/images/temp/UltimaVII.blend (I'm
a Nodes noob so there might be a smarter setup).For kicks, here is that tower again. I pulled it into the above
workflow scene and scaled Z by 50%. Click "Re-render this layer" on
the first node to create the composite.
On his method, he used stuff like rescaling the render and changing the scale of models, Im convinced I could get along just with the 4x4matrix but different from Unity Godot doesn't expose it apparently (anyhow I could not get it right how to configure this matrix)
Hope someone more experienced with perks of 3D maths could help me to figure it out. Thank you! =D
Tibia look like a 2D game, so why are you trying to do this in 3D? This looks fairly doable using a 2D tilemap.
I think you missed my point. Maybe I haven't explained myself well enough. Tibia is a 2D game(that emulates a 3D ortogonal pesperctive), what I want is a ortogonal projection to give to my 3D game that nostalgic feel. Besides of that is an really useful pesperctive since for having two ortogonal axis it emulates well this grid feeling.
I'm actually researching the same exact feature. It's actually called the Cabinet projection, which is a form of oblique projection.
Has there been any talk on exposing the camera's projection matrix to the scripting API?
Here's some discussion of the projection on the Unity forums.
I know this is old, but any updates on this?
I saw a recent post on a project for a Tibia client using Unity: https://github.com/slavidodo/OpenTibia-Unity
This inspired me to think back on GoDot, to see it something similar could be done. If anyone has tried this, has any insights, or could point me in the right direction, I would greatly appreciate it!
Feature and improvement proposals for the Godot Engine are now being discussed and reviewed in a dedicated Godot Improvement Proposals (GIP) (godotengine/godot-proposals) issue tracker. The GIP tracker has a detailed issue template designed so that proposals include all the relevant information to start a productive discussion and help the community assess the validity of the proposal for the engine.
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