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qal21 a88acb436b Fixing bad pngs by opening in GIMP and saving again. (libpng doesn't mind it, but some others like PIL die.)
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@4181 282e977c-c81d-0410-88c4-b93c2d0d6712
2005-12-22 14:20:48 +00:00
armour
connect
construct Added inn_fant 2005-12-20 00:06:48 +00:00
dev
disease
door
exit
flesh
floor
food Tidied up tomato (had some white and black artifacts) made a large tomato (could be the 'prize tomato' or an uncommon tomato that grows uncommonly once we have farming (after plots?) food value of the large one was increased 4x and value 2x) also scaled down the regular tomato pic alittle bit to be more inline with the other foods of similar size 2005-12-19 14:44:27 +00:00
gods
ground Fixing bad pngs by opening in GIMP and saving again. (libpng doesn't mind it, but some others like PIL die.) 2005-12-22 14:20:48 +00:00
indoor Update move_type for barrels and rack - makes them work better 2005-11-16 07:37:32 +00:00
inorganic
jewel Changing the name of my plat etc rounds to * round, the bank script was giving them out as they have the same name as reg coins... but I'd think the script would have done things by archtype ... not name... 2005-12-20 16:41:19 +00:00
light
mapbuilding ARCH: adding another wall type for japan area \(japanese jingle song: doo do didle do\!\) 2005-11-26 15:33:31 +00:00
misc Fixing bad pngs by opening in GIMP and saving again. (libpng doesn't mind it, but some others like PIL die.) 2005-12-22 14:20:48 +00:00
monster Fixing bad pngs by opening in GIMP and saving again. (libpng doesn't mind it, but some others like PIL die.) 2005-12-22 14:20:48 +00:00
optical
planes/fire
player Add new force archetype monk_no_use_weapon. It will be inserted into 2005-11-01 18:54:20 +00:00
potion
random
readable Clarify this a bit, so that new players are less likely to accidently 2005-11-06 22:34:06 +00:00
river
shop Adding navar style bank 2005-12-16 05:25:59 +00:00
skills
spell Fixing bad pngs by opening in GIMP and saving again. (libpng doesn't mind it, but some others like PIL die.) 2005-12-22 14:20:48 +00:00
system Added new event hook archetypes, required for the 2.0 plugin interface. 2005-10-18 18:57:08 +00:00
talisman Fixing bad png by opening in GIMP and saving again. (libpng doesn't mind it, but some others like PIL die.) 2005-12-22 13:53:13 +00:00
transport
traps
wall CVS arch: added westcwall windows 2005-11-13 22:31:58 +00:00
weapon added a golden axe pic 2005-11-05 15:24:12 +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
README
TODO

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.