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ryo_saeba 2296f3e26f Add a regular floor with the shop's tiles.
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2010-08-04 17:43:00 +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 - Move dev/wip/manhole to connect/Hole as it is tested and ready to use. The 2010-05-14 04:23:43 +00:00
construct - Move various road/path/bridge arches from the wall and construct folders 2010-06-15 07:57:42 +00:00
dev - Move dev/wip/manhole to connect/Hole as it is tested and ready to use. The 2010-05-14 04:23:43 +00:00
disease Remove animations with only one face. 2010-05-24 15:03:56 +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 Exits like other doors. 2010-05-13 21:17:41 +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 a regular floor with the shop's tiles. 2010-08-04 17:43:00 +00:00
food Remove now unused lines. 2010-01-31 11:16:45 +00:00
gods
ground
indoor Fix animation related problems. 2009-02-06 07:16:50 +00:00
inorganic
jewel
light Fix transparency. 2010-07-25 09:11:25 +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 a ships wheel based on a heavily modified down-scale of an image found at 2010-05-13 22:07:31 +00:00
monster Fix invalid attribute. 2010-07-28 18:08:53 +00:00
planes/fire
player Revert previous reverts of reverts, adding back 'mage_class'. 2010-07-05 17:01:16 +00:00
potion Fix potions's name. 2010-04-23 17:12:22 +00:00
random
readable Red book. 2010-03-07 10:20:55 +00:00
river
road - Move various road/path/bridge arches from the wall and construct folders 2010-06-15 07:57:42 +00:00
shop
skills
spell Fix bug #2915205: trap displaying base name and not spell name. 2010-08-01 12:17:54 +00:00
system Add faces for timer and time events 2010-05-15 22:46:03 +00:00
talisman
transport
traps
wall - Move various road/path/bridge arches from the wall and construct folders 2010-06-15 07:57:42 +00:00
weapon
CHANGES Copy descriptions (msg/endmsg) from HallOfSelection map to class archetypes. 2010-06-18 06:41:31 +00:00
Naming.doc - Major update of Naming.doc to improve description of existing content and 2010-06-08 03:24:14 +00:00
README
TODO
treasures.trs

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.