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bbotbuilder 5f650ea956 Change more "color_fg" to "magicmap"
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@4363 282e977c-c81d-0410-88c4-b93c2d0d6712
2006-01-09 22:06:01 +00:00
armour Changing more "color_fg"s 2006-01-08 19:42:07 +00:00
connect Change more "color_fg" to "magicmap" 2006-01-09 22:06:01 +00:00
construct A barn for navar area 2006-01-08 17:39:42 +00:00
dev Update connected objects to have 'activate_on_push' and 2002-09-18 05:52:36 +00:00
disease Apply patch 1321682 - fix typos of many arches, as well as making 2006-01-02 06:11:00 +00:00
door Doors, brest is colorful, here's the interor stuffssszzzz 2005-12-31 17:57:40 +00:00
exit Apply patch 1321682 - fix typos of many arches, as well as making 2006-01-02 06:11:00 +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 fixing special quest item (uf6.arc) 2006-01-03 05:18:22 +00:00
gods Apply patch 1321682 - fix typos of many arches, as well as making 2006-01-02 06:11:00 +00:00
ground Quicksilver sea 2005-12-31 18:01:05 +00:00
indoor Update move_type for barrels and rack - makes them work better 2005-11-16 07:37:32 +00:00
inorganic Note: uraniumoxide should be very very rare in the crossfire world 2006-01-05 20:55:31 +00:00
jewel another alloy 2006-01-03 19:08:52 +00:00
light set is_lightable on lanterns and torches 2005-08-16 20:34:45 +00:00
mapbuilding Reverting change made by errac. Update metalforge's archtypes and please look at the trs file. You will see that shop_building refences building_material_stonewall_norm which is where the Dwall is, please do not change this back, it works, also metalforge isn't the center of the universe, as it is now normals shops will get the dwall, navar shops well get the westcwall, brest shops will get the redcwall, and azamuindo shops will get dwall and the paper wall; This does work please do not change it back. 2005-12-24 06:41:21 +00:00
misc Not ultra ultra ultra rich to afford a chandilier (IE: you are not 1 out of 1 billion) ... how about a hanging firepot? 2006-01-09 06:29:54 +00:00
monster Another gnome 2006-01-02 19:03:41 +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 Apply patch 1321682 - fix typos of many arches, as well as making 2006-01-02 06:11:00 +00:00
potion CVS: Added empty coffee cups 2005-10-15 17:14:54 +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 Apply patch 1321682 - fix typos of many arches, as well as making 2006-01-02 06:11:00 +00:00
river Add back in some "end"'s I nuked. oops 2002-10-28 06:09:58 +00:00
shop adding butterfly sword to trs file 2006-01-08 20:41:26 +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 Apply patch 1394861 - fixes magic walls so they properly propogate. 2006-01-02 06:44:13 +00:00
system Added new event hook archetypes, required for the 2.0 plugin interface. 2005-10-18 18:57:08 +00:00
talisman Apply patch 1321682 - fix typos of many arches, as well as making 2006-01-02 06:11:00 +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 Marble column arch 2005-12-31 19:33:10 +00:00
weapon adding butterfly sword 2006-01-08 20:38:53 +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.