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mikeeusa 3f60487769 CVS: arch: updated oil_sea's name to oil ocean, has a better ring to it (before it was just 'oil')
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@3849 282e977c-c81d-0410-88c4-b93c2d0d6712
2005-10-10 18:47:38 +00:00
armour CVS: arch: some new crowns 2005-10-07 19:03:03 +00:00
connect Patch 1212496 by Kevin Rudat to add client_types to objects that can 2005-08-17 06:37:14 +00:00
construct CVS: arch: someone replaced my stronghold_fant with a symmetrical version, I have re-replaced it with my version and moved the symmetrical version to stronghold_fant_symmetrical 2005-10-05 06:34:18 +00:00
dev Update connected objects to have 'activate_on_push' and 2002-09-18 05:52:36 +00:00
disease new disease, rabies 2001-11-06 01:35:44 +00:00
door add name_pl, client_type information to objects that can get picked up. 2002-05-31 03:53:02 +00:00
exit Patch 1212496 by Kevin Rudat to add client_types to objects that can 2005-08-17 06:37:14 +00:00
flesh Updated for new spell + skill code. Many files moved about. 2003-09-13 04:38:16 +00:00
floor CVS: arch: blue marbles 2005-10-07 18:40:09 +00:00
food Use on_use_yield field instead of inventory for item dropping. Remove unused treasure list 2005-10-09 08:34:14 +00:00
gods fixed bug [ 1096845 ] Duplicated archtypes 2005-01-15 15:48:47 +00:00
ground CVS: arch: updated oil_sea's name to oil ocean, has a better ring to it (before it was just 'oil') 2005-10-10 18:47:38 +00:00
indoor CVS: arch: added more types of clocks 2005-10-03 23:05:08 +00:00
inorganic Fix typo in name and title 2005-10-09 08:31:37 +00:00
jewel CVS: arch: added jewl amethyst 2005-09-26 02:15:52 +00:00
light set is_lightable on lanterns and torches 2005-08-16 20:34:45 +00:00
mapbuilding Fix broken lever entry in the treasurelist. Add buildable talking books, listning books, buttons, signs, and inverted gates. 2005-08-19 00:13:10 +00:00
misc Moved gps code to Python plugin 2005-10-08 09:46:14 +00:00
monster CVS: Arch: deathshead 2005-10-08 01:21:48 +00:00
optical Twiddle the materials and materialnames on a ton of objects. Get rid of 2003-02-06 08:13:23 +00:00
planes/fire Patch 1212496 by Kevin Rudat to add client_types to objects that can 2005-08-17 06:37:14 +00:00
player patch #1311199 by sacq to fix many typos and grammos in race descriptions 2005-10-03 17:10:27 +00:00
potion Use on_use_yield field instead of inventory for item dropping. Remove unused treasure list 2005-10-09 08:34:14 +00:00
random Remove all the old xpm and xbm files. Hopefully I got them all. 2002-02-26 07:18:12 +00:00
readable Patch 1212496 by Kevin Rudat to add client_types to objects that can 2005-08-17 06:37:14 +00:00
river Add back in some "end"'s I nuked. oops 2002-10-28 06:09:58 +00:00
shop CVS: arch: added shoparchery and shoparcheyonly lists and updated the shop_throw floor accordingly, adds ability to have specific shop-only items 2005-09-27 02:48:41 +00:00
skills patch #1311199 by sacq to fix many typos and grammos in race descriptions 2005-10-03 17:10:27 +00:00
spell Patch 1212496 by Kevin Rudat to add client_types to objects that can 2005-08-17 06:37:14 +00:00
system Quest archetypes. 2005-09-25 18:45:21 +00:00
talisman Updated for new spell + skill code. Many files moved about. 2003-09-13 04:38:16 +00:00
transport Patch 1212496 by Kevin Rudat to add client_types to objects that can 2005-08-17 06:37:14 +00:00
traps - add animation to trap arch. 2004-12-26 04:40:56 +00:00
wall Patch 1212496 by Kevin Rudat to add client_types to objects that can 2005-08-17 06:37:14 +00:00
weapon CVS: arch: added shoparchery and shoparcheyonly lists and updated the shop_throw floor accordingly, adds ability to have specific shop-only items 2005-09-27 02:48:41 +00:00
CHANGES Correct rune definitions. Some runes did use obsolete fields or had 2004-09-14 19:49:41 +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

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.