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silvernexus 59df3fcb8f Added empty popcorn bag image to classic imageset.
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/arch/trunk@19155 282e977c-c81d-0410-88c4-b93c2d0d6712
2013-12-02 16:35:20 +00:00
armour New images for helmet of xray vision. 2013-11-08 03:09:52 +00:00
connect Remove invalid lines. 2012-11-11 19:18:40 +00:00
construct Add missing name. 2013-04-06 10:28:21 +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 Merge split lines. 2010-08-08 20:58:33 +00:00
door Fix invalid move_block value. 2012-11-11 19:08:33 +00:00
exit Remove unused attribute. 2013-05-11 19:03:31 +00:00
flesh Adding images that were missed in r18803 2013-07-20 16:11:26 +00:00
floor Pixel color clean up on various Afloor (floor/Afloor/) graphics. 2012-09-08 05:14:59 +00:00
food Use the leg_mutton image with the leg_mutton arch. Also give it a singular name, so it does not appear as leg_mutton in-game. 2013-12-01 04:28:22 +00:00
gods Pixel and color touch up on the club graphic used for Altar of Gnarg (gods/altars/altargnarg.base.111.png). 2012-04-21 07:21:36 +00:00
ground Don't give a speed to a non head part of a firewall, this causes errors in the server log. 2012-01-22 11:50:10 +00:00
indoor Tweaked chair to be in perspective. Moved old image to classic imageset. 2013-11-25 23:42:08 +00:00
inorganic Fix newlines. 2012-11-18 18:25:24 +00:00
jewel Slightly adjusted hue of gold nuggets and reduced to 30 colors. 2013-11-25 23:18:28 +00:00
light Color touch up on the unlit torch, replaced the white pixels with light brown colors. 2011-09-07 03:27:48 +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 Added txture to lampost, making it not so eerily smooth. 2013-10-26 18:01:11 +00:00
monster Pixel cleanup on the dancing sword faces. 2013-11-07 03:54:07 +00:00
planes/fire Lighten the colors used for the Burning Stronghold and pixel clean up. 2011-09-10 02:23:59 +00:00
player - The mage and warlock are identical except for animation settings, but the 2012-09-29 23:05:06 +00:00
potion Added empty popcorn bag image to classic imageset. 2013-12-02 16:35:20 +00:00
random Add explicit animations; extract some 'magicmap' and 'visibility' attributes into .face files. 2009-02-01 15:23:29 +00:00
readable Make check and checkbook worthless. 2013-08-04 12:53:42 +00:00
river Redesigned river faces to match the lakes. No animations for them yet, though. 2012-12-18 03:38:28 +00:00
road - Move various road/path/bridge arches from the wall and construct folders 2010-06-15 07:57:42 +00:00
shop Fix 'sp' field for converters and add missing gold-> silver converter. 2013-08-06 07:14:09 +00:00
skills Faces for various holy symbols. 2012-03-11 19:58:42 +00:00
spell Add faces for various horns. 2013-08-11 18:23:28 +00:00
system Add new event handler, when a weapon or arrow attacks. 2012-04-15 17:33:19 +00:00
talisman Faces for the rings of Magic, Ancient and High Magic. 2012-10-18 20:54:48 +00:00
transport Extract archetype, add animation. 2012-05-12 16:34:47 +00:00
traps Add explicit animations; extract some 'magicmap' and 'visibility' attributes into .face files. 2009-02-01 15:23:29 +00:00
wall Adjust (increase) width of hedge wall sections to align or match other sections. 2012-05-13 06:40:35 +00:00
weapon Recolored blade of classic dagger to make bronze variation. 2012-12-08 04:01:53 +00:00
CHANGES Added empty popcorn bag image to classic imageset. 2013-12-02 16:35:20 +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 Redesigned river faces to match the lakes. No animations for them yet, though. 2012-12-18 03:38:28 +00:00
treasures.trs adjust treasures lists for stars and reduce number of throwing quivers 2012-01-18 17:20:11 +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.