57 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
			
		
		
	
	
			57 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
| This is a generic README file for the arch directory.
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| You should also read the CHANGES for and Naming.doc file.
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| 
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|  The color bitmap files use the XPM library (called xpm-3.4f on
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| most ftp sites.  A later version may be out now.)
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| 
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|  This library is needed in order to compile crossfire with the color
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| pixmap support.
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| 
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|  The pixmap files have the same name as the bitmap file with ".xpm"
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| concatenated to the end.  If your system has short filename length
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| limits, this may cause a problem.
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| 
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|  I use 'pixmap' to edit the xpm files.  This should be available the
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| same place the xpm library can be found.  It does require the xpm
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| library.
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| 
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| All of the XPM files have been colored.  However, only a small number
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| have actually been done so properly - that is, by hand, and with the
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| proper outlines.  Many people are working on fixing more of these up.
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| 
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|  If you do start to work on colorizing the other directories, please
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| let me know.  Otherwise, you may start working on something that someone
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| else has already done.
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| 
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| The file xpm.template in the dev directory is a XPM file that has all of
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| the colors that are allowable for XPM files.  This is to limit the total
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| number of colors used, in order not of overrun color spaces on systems.
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| If you really need a color not in that file, please send mail to Mark
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| Wedel (mwedel@pyramid.com), and it might be added to the list of
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| acceptable colors.
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| 
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| For a list of colors to use, look at the dev/xpm.template file.
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| 
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| 
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|  Mark Wedel
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| mwedel@pyramid.com
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| ----
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| Some coloring/perspective hints/clarifcations from David Sundqvist:
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| 
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| Perspective in Crossfire is based on the XY coordinate system of possible
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| player movements, with a slight tilting of the graphics to allow for
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| greater detail and more interesting graphics, since walls have to be in
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| that perspective to allow joining. X and Y in graphics should correspond
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| to X and Y in the object. Z in the object is represented with 2 Y/X.
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| Keeping perspective consistency is mainly important in fixed objects
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| like buildings, walls and other background.
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| 
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| Light should generally come from the right side, so the left side of
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| buildings should be darker or shaded, as needed. 
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| 
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| Wind is generally coming from the left side, so smoke or other things
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| affected by wind should be travelling towards the right side.
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| 
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| 
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| 
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