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akirschbaum 8b2c9fff65 Fix typo.
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@2940 282e977c-c81d-0410-88c4-b93c2d0d6712
2004-10-09 15:55:24 +00:00
armour Checked in the new weak wall (from Kevin R. Bulgrien), 2003-03-08 14:58:29 +00:00
connect - add a harder to spot spike 2004-07-10 21:23:47 +00:00
construct Added footbridge arch. Supports autojoin. 2004-10-02 10:49:28 +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 Added exit 'Sewer grid' 2004-09-19 18:49:52 +00:00
flesh Updated for new spell + skill code. Many files moved about. 2003-09-13 04:38:16 +00:00
floor Fixed some smooth levels 2004-09-25 14:18:46 +00:00
food - fix the haggis 2003-06-16 01:03:33 +00:00
gods - add spear for Ixalovh, change her treasure list 2004-09-01 01:37:00 +00:00
ground Fixed some smooth levels 2004-09-25 14:18:46 +00:00
indoor Added / updated metal bars,wall pictures and a chest for mikeeusa (his cvs has problems) 2004-09-24 17:26:27 +00:00
inorganic Updated for new spell + skill code. Many files moved about. 2003-09-13 04:38:16 +00:00
jewel Added / updated metal bars,wall pictures and a chest for mikeeusa (his cvs has problems) 2004-09-24 17:26:27 +00:00
light Add the lantern archetypes 2003-01-07 09:44:27 +00:00
mapbuilding Basic building archetypes: builder, remover, woodfloor, wall, gates, pedestals & levers 2004-01-18 11:01:12 +00:00
misc ground positioning system 2004-05-15 18:17:06 +00:00
monster - add spear for Ixalovh, change her treasure list 2004-09-01 01:37:00 +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 - fix this arch as it has been freaking me out for some time now. 2003-11-01 20:12:50 +00:00
player - fix missing face change for fire claws 2004-04-05 02:47:30 +00:00
potion Updated for new spell + skill code. Many files moved about. 2003-09-13 04:38:16 +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 added crossroad sign 2004-09-25 14:19:44 +00:00
river Add back in some "end"'s I nuked. oops 2002-10-28 06:09:58 +00:00
shop Add 'damned 1' to all the floors, so that you can't cast cleric spells 2004-02-09 06:00:54 +00:00
skills like find/disarm traps, all players should already have it, but just in case, let them learn it 2004-06-29 00:56:05 +00:00
spell Correct rune definitions. Some runes did use obsolete fields or had 2004-09-14 19:49:41 +00:00
system - add trigger_marker arch 2003-10-27 03:32:32 +00:00
talisman Updated for new spell + skill code. Many files moved about. 2003-09-13 04:38:16 +00:00
transport Remove all the old xpm and xbm files. Hopefully I got them all. 2002-02-26 07:18:12 +00:00
traps - changing type on traps, adding generic trap arch for use in traps that 2003-09-04 06:21:34 +00:00
wall Added footpath ground. Can use autojoin. 2004-09-20 19:03:38 +00:00
weapon Updated for new spell + skill code. Many files moved about. 2003-09-13 04:38:16 +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.