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ryo_saeba 47955b8813 Add dice archetype (new yet all faces).
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/arch/trunk@5272 282e977c-c81d-0410-88c4-b93c2d0d6712
2007-01-01 12:41:00 +00:00
armour Ok - now try committing proper (binary) images. 2006-09-25 05:17:46 +00:00
connect Ok - now try committing proper (binary) images. 2006-09-25 05:17:46 +00:00
construct Ok - now try committing proper (binary) images. 2006-09-25 05:17:46 +00:00
dev Ignore .svn rather than CVS. 2006-12-24 13:42:37 +00:00
disease Fix immunities showing up on the ground. 2006-08-24 05:40:45 +00:00
door Ok - now try committing proper (binary) images. 2006-09-25 05:17:46 +00:00
exit Ok - now try committing proper (binary) images. 2006-09-25 05:17:46 +00:00
flesh Updated for new spell + skill code. Many files moved about. 2003-09-13 04:38:16 +00:00
floor New tiles by kshinji. 2006-12-30 10:44:56 +00:00
food Kept the "flat" version of the booze bottle for the classical set, 2006-12-30 14:16:57 +00:00
gods Ok - now try committing proper (binary) images. 2006-09-25 05:17:46 +00:00
ground Ok - now try committing proper (binary) images. 2006-09-25 05:17:46 +00:00
indoor Ok - now try committing proper (binary) images. 2006-09-25 05:17:46 +00:00
inorganic Ok - now try committing proper (binary) images. 2006-09-25 05:17:46 +00:00
jewel Ok - now try committing proper (binary) images. 2006-09-25 05:17:46 +00:00
light set is_lightable on lanterns and torches 2005-08-16 20:34:45 +00:00
mapbuilding Ok - now try committing proper (binary) images. 2006-09-25 05:17:46 +00:00
misc Add dice archetype (new yet all faces). 2007-01-01 12:41:00 +00:00
monster Add missing dragon treasure list. 2007-01-01 11:55:49 +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 Moved parts of the static treasures file into separate trs files. 2006-12-30 19:40:30 +00:00
potion Ok - now try committing proper (binary) images. 2006-09-25 05:17:46 +00:00
random Moved parts of the static treasures file into separate trs files. 2006-12-30 19:40:30 +00:00
readable Ok - now try committing proper (binary) images. 2006-09-25 05:17:46 +00:00
river Add back in some "end"'s I nuked. oops 2002-10-28 06:09:58 +00:00
shop Ok - now try committing proper (binary) images. 2006-09-25 05:17:46 +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 Ok - now try committing proper (binary) images. 2006-09-25 05:17:46 +00:00
system Ok - now try committing proper (binary) images. 2006-09-25 05:17:46 +00:00
talisman Ok - now try committing proper (binary) images. 2006-09-25 05:17:46 +00:00
transport ships should allow "walk" movement, and block "boat", when placed on water 2006-02-15 08:06:03 +00:00
traps Moved parts of the static treasures file into separate trs files. 2006-12-30 19:40:30 +00:00
wall Fix for bug #1518397 - Arch awall_w_0.111 graphic needs rework. 2006-12-30 14:58:01 +00:00
weapon Ok - now try committing proper (binary) images. 2006-09-25 05:17:46 +00:00
CHANGES Add new force archetype monk_no_use_weapon. It will be inserted into 2005-11-01 18:54:20 +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.