Add a set of "overlay" archs that are designed to sit on top of walls to form
a spout with water pouring out. The art is designed to separate the liquid and spout to allow spout and fluid variations. The archs are WIP because they cause the wall underneath them to disappear. This is probably a map layer issue. It may not take much to fix, but are not presently releasable. The files are in dev/wip/spout, and are: pour_h2o.arc, pour_h2o.base.111.png, pour_h2o.base.112.png, pour_h2o.base.113.png, pour_h2o.base.114.png, pour_h2o.face, pour_spout.arc, pour_spout.base.111.png, README, spout.xcf. Note that maps/trunk/unlinked/kbulgrien/rayvins_house.1 contains these arches. git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/arch/trunk@8155 282e977c-c81d-0410-88c4-b93c2d0d6712master
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Changes for SVN top of tree:
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Add a set of "overlay" archs that are designed to sit on top of walls to form
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a spout with water pouring out. The art is designed to separate the liquid
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and spout to allow spout and fluid variations. The archs are WIP because they
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cause the wall underneath them to disappear. This is probably a map layer
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issue. It may not take much to fix, but are not presently releasable.
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The files are in dev/wip/spout, and are: pour_h2o.arc, pour_h2o.base.111.png,
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pour_h2o.base.112.png, pour_h2o.base.113.png, pour_h2o.base.114.png,
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pour_h2o.face, pour_spout.arc, pour_spout.base.111.png, README, spout.xcf.
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Note that maps/trunk/unlinked/kbulgrien/rayvins_house.1 contains these arches.
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Add wall/wall/wall_door_0.base.111.png and wall_door_1.base.111.png to make
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it possible to have tight-fitting doors (no gaps due to perspective) in the
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wall arch set. wall/wall/wall.arc modified. Decided to use the numbering
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===============================================================================
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SPOUT OVERLAYS by Kevin Bulgrien
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===============================================================================
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This is a first run at creating a set of overlays that may be reused in a
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number of combinations:
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pour_spout.arc
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pour_spout.base.111.png : A wall spout with nothing coming out of it. To be
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placed on top of wall facings A or B, or possibly
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even 2 and 8. Not designed for use with "short"
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walls like bwall, cave, dun, etc, but, a spout
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could be created for them too.
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pour_h2o.arc
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pour_h2o.base.111.png
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pour_h2o.base.112.png
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pour_h2o.base.113.png
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pour_h2o.base.114.png : Animated pouring water to be placed over top of
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the pour spout. This arch and associated graphics
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are not quite perfected. The water is a bit to
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dark for sea tiles, though might work for the
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darker river water.
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===============================================================================
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GRAPHICS
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===============================================================================
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The spout.xcf contains many individual layers of components used to create the
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above artwork. Note that the water design was quite easy. A single color
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water was drawn, then GIMP's Filters | Noise | HSV Noise... was used to vary
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the color. The effect of the filter is somewhat random, so it was a simple
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matter to generate variants of the water to make the water look like it was
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flowing.
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HSV Noise settings that seemed reasonable were as follows:
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Holdness: 2
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Hue: 3
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Saturation: 63
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Value: 63
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The water is too dark to match the sea tiles, but might match the river water
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colors.
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The flowing water needs to be wider to show up the animation on 32x32 tiles.
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It is even a bit hard to see at 64x64 in jxclient.
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The graphics are still in RGB format instead of INDEXED form, so they are not
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compressed as well as they could be. The conversion to INDEXED should be done
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before releasing the graphics.
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===============================================================================
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POSSIBILITIES
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===============================================================================
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The possibilities of modular overlays becomes more evident if one concsiders
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things like the following.
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Use the same pour_spout.arc on any "tall" wall for a number of variations
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on the wall/spout theme.
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Now, increase the variability by writing new replacement for pour_h2o.arc
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along the lines of pour_blood.arc, pour_sewage.arc, pour_fire.arc, etc.
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===============================================================================
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PROBLEMS
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===============================================================================
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Presently pour_spout.arc and/or pour_h2o.arc cause a wall piece placed below
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them to disappear. Only the floor graphic is visible. This is probably a
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map layer issue, so some experimentation will have to be done to figure out
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how to get the wall piece to stay visible below the spout and animated water.
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Object pour_h2o
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name pouring water
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face pour_h2o.111
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type 67
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anim
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pour_h2o.111
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pour_h2o.112
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pour_h2o.113
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pour_h2o.114
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mina
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is_animated 1
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magicmap blue
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no_pick 1
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anim_speed 2
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client_anim_random 1
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end
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animation pour_h2o
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pour_h2o.111
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pour_h2o.112
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pour_h2o.113
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pour_h2o.114
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mina
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Object pour_spout
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name wall spout
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face pour_spout.111
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type 79
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magicmap blue
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no_pick 1
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end
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Reference in New Issue