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armour Add blue and green dragon mails, and matching converters. 2007-05-01 09:58:17 +00:00
connect Remove obsolete fields. 2007-05-20 20:07:39 +00:00
construct House with green frontage. 2007-05-26 19:55:37 +00:00
dev Remove obsolete fields. 2007-05-20 20:04:32 +00:00
disease Move chicken egg to its own file. 2007-06-03 15:24:28 +00:00
door Replace "no_pass 1" with "move_block all". 2007-04-05 21:00:42 +00:00
exit Remove obsolete fields. 2007-05-20 20:04:00 +00:00
flesh Wrong pic name. 2007-05-03 21:03:20 +00:00
floor Fix spelling errors. 2007-05-10 20:26:17 +00:00
food Some food, by Yann Chachkoff. 2007-06-03 15:55:17 +00:00
gods Fix typo. 2007-05-27 15:20:05 +00:00
ground Remove obsolete fields. 2007-05-20 20:02:49 +00:00
indoor More tables. 2007-05-09 20:54:38 +00:00
inorganic Use new 'use' command to create poisoned water, fix poisoned water name. 2007-05-14 21:54:36 +00:00
jewel Remove obsolete 'need_an' field. 2007-04-03 22:26:21 +00:00
light No reason those aren't mergeable. 2007-06-02 12:15:20 +00:00
mapbuilding Fix syntax error in building_fountain treasure list. 2007-04-03 22:27:21 +00:00
misc Frypan, by Yann Chachkoff. 2007-06-03 15:55:52 +00:00
monster Armless cook by Yann Chachkoff. 2007-06-03 15:46:43 +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 Forgot the changelog. 2007-05-07 20:48:52 +00:00
player Add leg body information. 2007-05-24 21:17:46 +00:00
potion Fix plural names of supreme and major potions of life. 2007-05-10 20:00:32 +00:00
random Randrom trees - so far only 'green' trees. 2007-05-08 10:19:14 +00:00
readable Remove trailing whitespace. 2007-03-24 12:25:16 +00:00
river Replace "no_pass 1" with "move_block all". 2007-04-05 21:00:42 +00:00
shop Remove obsolete fields. 2007-05-20 20:01:59 +00:00
skills Fix spelling errors. 2007-05-10 20:26:17 +00:00
spell Remove obsolete fields. 2007-05-20 19:58:30 +00:00
system Remove obsolete fields. 2007-05-20 19:44:15 +00:00
talisman Remove obsolete 'need_an' field. 2007-04-03 22:26:21 +00:00
transport Converting multi-tile image arches to single images 2007-02-16 20:49:10 +00:00
traps Moved parts of the static treasures file into separate trs files. 2006-12-30 19:40:30 +00:00
wall Horizontal window. 2007-06-03 16:11:11 +00:00
weapon Remove obsolete 'need_an' field. 2007-04-03 22:26:21 +00:00
CHANGES Forgot the changelog. 2007-05-07 20:48:52 +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.