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cavesomething 1c7bc7aaf0 Update Changes file to include the change from revision 13010
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/arch/trunk@13012 282e977c-c81d-0410-88c4-b93c2d0d6712
2010-04-27 22:04:46 +00:00
armour Change the name of dragon scales and dragon mails to red dragon scales/mail. 2010-04-27 14:58:29 +00:00
connect - Add a subtype to the magic mouth so it does not generate errors in the 2010-03-31 03:57:59 +00:00
construct Add explicit animations; extract some 'magicmap' and 'visibility' attributes into .face files. 2009-01-31 21:30:50 +00:00
dev Replace obsolete attributes can_use_rod, can_use_wand, and can_use_horn with can_use_range. 2009-06-08 22:23:57 +00:00
disease Add explicit animations; extract some 'magicmap' and 'visibility' attributes into .face files. 2009-01-31 22:17:30 +00:00
door Change AC of doors to make them easier to hit. Doors in general should not 2010-04-26 04:18:42 +00:00
exit Opening portal animation. 2010-03-25 22:25:12 +00:00
flesh Change the name of dragon scales and dragon mails to red dragon scales/mail. 2010-04-27 14:58:29 +00:00
floor Add explicit animations; extract some 'magicmap' and 'visibility' attributes into .face files. 2009-01-31 22:38:53 +00:00
food Remove now unused lines. 2010-01-31 11:16:45 +00:00
gods Remove duplicated attributes. 2009-12-06 18:01:05 +00:00
ground Sky and cloud archetypes. 2009-12-12 14:01:56 +00:00
indoor Fix animation related problems. 2009-02-06 07:16:50 +00:00
inorganic Ashes. 2010-01-16 10:18:27 +00:00
jewel Add explicit animations; extract some 'magicmap' and 'visibility' attributes into .face files. 2009-02-01 09:39:27 +00:00
light Add explicit animations; extract some 'magicmap' and 'visibility' attributes into .face files. 2009-02-01 09:44:49 +00:00
mapbuilding Losslessly recompress some PNG images for smaller size to reduce the bandwidth needed for sending images to clients.̈́ 2009-01-25 08:47:14 +00:00
misc Add wheelbarrow. This uses an image drawn by kbulgarien 2010-04-27 22:01:29 +00:00
monster Remove attacktype paralyze from level 6 monsters. 2010-04-18 18:44:06 +00:00
planes/fire Add explicit animations; extract some 'magicmap' and 'visibility' attributes into .face files. 2009-02-01 14:22:12 +00:00
player Trolls shouldn't change face. 2010-01-17 17:27:59 +00:00
potion Fix potions's name. 2010-04-23 17:12:22 +00:00
random Add explicit animations; extract some 'magicmap' and 'visibility' attributes into .face files. 2009-02-01 15:23:29 +00:00
readable Red book. 2010-03-07 10:20:55 +00:00
river Add explicit animations; extract some 'magicmap' and 'visibility' attributes into .face files. 2009-02-01 15:23:29 +00:00
shop Add explicit animations; extract some 'magicmap' and 'visibility' attributes into .face files. 2009-02-01 15:23:29 +00:00
skills literacy xp tweeks 2009-12-12 17:14:25 +00:00
spell Fix ill-placed 'endmsg' tag. 2010-01-17 18:21:41 +00:00
system Don't drop events... 2010-03-08 02:13:32 +00:00
talisman Add explicit animations; extract some 'magicmap' and 'visibility' attributes into .face files. 2009-02-01 15:23:29 +00:00
transport Add explicit animations; extract some 'magicmap' and 'visibility' attributes into .face files. 2009-02-01 15:23:29 +00:00
traps Add explicit animations; extract some 'magicmap' and 'visibility' attributes into .face files. 2009-02-01 15:23:29 +00:00
wall - Fixed discolored pixels. 2009-06-02 04:28:34 +00:00
weapon Remove duplicated attributes. 2009-12-06 18:01:05 +00:00
CHANGES Update Changes file to include the change from revision 13010 2010-04-27 22:04:46 +00:00
Naming.doc See CHANGES file. 2000-04-17 14:37:09 +00:00
README Fix typo. 2004-10-09 15:55:24 +00:00
TODO Fix typo. 2004-10-09 15:55:24 +00:00
treasures.trs Increase chance and amount of silver coins dropped by lower level monsters so that low level players have better access to spending cash 2008-11-11 19:05:49 +00:00

README

This is a generic README file for the arch directory.
You should also read the CHANGES for and Naming.doc file.

 The color bitmap files use the XPM library (called xpm-3.4f on
most ftp sites.  A later version may be out now.)

 This library is needed in order to compile crossfire with the color
pixmap support.

 The pixmap files have the same name as the bitmap file with ".xpm"
concatenated to the end.  If your system has short filename length
limits, this may cause a problem.

 I use 'pixmap' to edit the xpm files.  This should be available the
same place the xpm library can be found.  It does require the xpm
library.

All of the XPM files have been colored.  However, only a small number
have actually been done so properly - that is, by hand, and with the
proper outlines.  Many people are working on fixing more of these up.

 If you do start to work on colorizing the other directories, please
let me know.  Otherwise, you may start working on something that someone
else has already done.

The file xpm.template in the dev directory is a XPM file that has all of
the colors that are allowable for XPM files.  This is to limit the total
number of colors used, in order not of overrun color spaces on systems.
If you really need a color not in that file, please send mail to Mark
Wedel (mwedel@pyramid.com), and it might be added to the list of
acceptable colors.

For a list of colors to use, look at the dev/xpm.template file.


 Mark Wedel
mwedel@pyramid.com
----
Some coloring/perspective hints/clarifications from David Sundqvist:

Perspective in Crossfire is based on the XY coordinate system of possible
player movements, with a slight tilting of the graphics to allow for
greater detail and more interesting graphics, since walls have to be in
that perspective to allow joining. X and Y in graphics should correspond
to X and Y in the object. Z in the object is represented with 2 Y/X.
Keeping perspective consistency is mainly important in fixed objects
like buildings, walls and other background.

Light should generally come from the right side, so the left side of
buildings should be darker or shaded, as needed. 

Wind is generally coming from the left side, so smoke or other things
affected by wind should be travelling towards the right side.