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temitchell 8dfcf83dd3 -the witch tiles were offsize (funny they displayed fine in the DX client- I wonder what that means) and did not display in the cfclient.
-added stove and tanning bench for alchemy
-a 'classic' female elf


git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@1916 282e977c-c81d-0410-88c4-b93c2d0d6712
2003-01-05 01:18:25 +00:00
armour Arg matey! Raided the RPG 8 bit library and added some lantern images, a few helmets and a shield. 2002-10-30 05:46:07 +00:00
connect fixed number of anim frames - was generating warning message. 2002-11-07 00:19:25 +00:00
construct -touched up outpost tower pic 2002-11-29 05:07:13 +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 Update connected objects to have 'activate_on_push' and 2002-09-18 05:52:36 +00:00
flesh add new archetypes by Todd Mitchell. 2002-09-13 06:15:09 +00:00
floor Update connected objects to have 'activate_on_push' and 2002-09-18 05:52:36 +00:00
food -added two herbs (for garbled garden or other uses) 2003-01-02 00:14:01 +00:00
gods Added a special image for the god_grace_limits. 2002-10-25 11:02:39 +00:00
ground - transparancies for mountain snow, standardized the rivlets colour table 2002-12-22 20:32:55 +00:00
indoor add name_pl, client_type information to objects that can get picked up. 2002-05-31 03:53:02 +00:00
inorganic add name_pl, client_type information to objects that can get picked up. 2002-05-31 03:53:02 +00:00
jewel add name_pl, client_type information to objects that can get picked up. 2002-05-31 03:53:02 +00:00
light Arg matey! Raided the RPG 8 bit library and added some lantern images, a few helmets and a shield. 2002-10-30 05:46:07 +00:00
magic add name_pl, client_type information to objects that can get picked up. 2002-05-31 03:53:02 +00:00
misc -the witch tiles were offsize (funny they displayed fine in the DX client- I wonder what that means) and did not display in the cfclient. 2003-01-05 01:18:25 +00:00
monster -the witch tiles were offsize (funny they displayed fine in the DX client- I wonder what that means) and did not display in the cfclient. 2003-01-05 01:18:25 +00:00
optical add new archetypes by Todd Mitchell. 2002-09-13 06:15:09 +00:00
planes/fire Now generates fire elementals and doesn't disappear under counterspell attacks. 2003-01-03 16:19:44 +00:00
player Update halforc images for base set 2002-10-27 03:44:00 +00:00
potion add name_pl, client_type information to objects that can get picked up. 2002-05-31 03:53:02 +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 Update connected objects to have 'activate_on_push' and 2002-09-18 05:52:36 +00:00
river Add back in some "end"'s I nuked. oops 2002-10-28 06:09:58 +00:00
shop Fix animation in sorigs armor. 2002-05-19 00:19:09 +00:00
skills Add archetypes from Todd Mitchell. These add wolfs and bears, 2002-08-21 06:36:22 +00:00
spell Update connected objects to have 'activate_on_push' and 2002-09-18 05:52:36 +00:00
system Update connected objects to have 'activate_on_push' and 2002-09-18 05:52:36 +00:00
talisman Update arcs to use body_info for equipping items. 2002-07-15 04:38:58 +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 Remove all the old xpm and xbm files. Hopefully I got them all. 2002-02-26 07:18:12 +00:00
wall -did not totally fix the mine secret doors but improved their look a bit anyway 2002-11-29 04:31:34 +00:00
weapon -return of the magic bow - images by A.V. 2002-12-15 16:48:21 +00:00
CHANGES Add archetypes from Todd Mitchell. These add wolfs and bears, 2002-08-21 06:36:22 +00:00
Naming.doc See CHANGES file. 2000-04-17 14:37:09 +00:00
README Initial revision 1999-03-29 04:46:48 +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/clarifcations 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.