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temitchell 8f4fa9b879 - beach is lower than water - surf's up
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@2245 282e977c-c81d-0410-88c4-b93c2d0d6712
2003-07-16 03:46:30 +00:00
armour Checked in the new weak wall (from Kevin R. Bulgrien), 2003-03-08 14:58:29 +00:00
connect Add weidhg to archetype so that it actually works by default without 2003-03-08 05:06:12 +00:00
construct New chess club image by Jan Kroken (xeno) 2003-07-14 22:05:13 +00:00
dev
disease
door
exit updated .arc files so they now contain the smoothface informations. 2003-07-15 12:56:59 +00:00
flesh Add sheep images and related bits. Done by Flying Pedestrian. 2003-02-24 07:26:17 +00:00
floor Add new images by Oliver (oberdorf@earthlink.net) - made up new archetypes 2003-03-30 06:02:19 +00:00
food - fix the haggis 2003-06-16 01:03:33 +00:00
gods
ground - beach is lower than water - surf's up 2003-07-16 03:46:30 +00:00
indoor
inorganic Twiddle the materials and materialnames on a ton of objects. Get rid of 2003-02-06 08:13:23 +00:00
jewel Update these to by type==73. Only mithril previously had a type, which 2003-02-14 04:25:35 +00:00
light Add the lantern archetypes 2003-01-07 09:44:27 +00:00
magic Fix transperancies of firebolts as per Bernd Edlers comments. This doesn't 2003-03-30 05:46:57 +00:00
misc fix name_pl for desk - never got this change committed for some reason. 2003-02-21 07:52:01 +00:00
monster fix up maxhp for a bunch of monsters. 2003-06-22 21:26:26 +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
player - one more 2003-07-09 02:16:59 +00:00
potion
random
readable Here comes the new red dragon and ancient red dragon 2003-05-22 22:28:32 +00:00
river
shop Add a square for light shops.. produces flints and torches.. will eventually 2003-01-07 05:43:51 +00:00
skills
spell Relocate the pentagram to a more appropriate directory - it 2003-06-10 06:34:27 +00:00
system
talisman
transport
traps
wall - one more set of windows 2003-05-19 18:51:24 +00:00
weapon Twiddle the materials and materialnames on a ton of objects. Get rid of 2003-02-06 08:13:23 +00:00
CHANGES
Naming.doc
README

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.