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mikeeusa ab42b2daf6 tower northwest edit
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@4234 282e977c-c81d-0410-88c4-b93c2d0d6712
2005-12-31 19:15:53 +00:00
armour CVS: arch: some new crowns 2005-10-07 19:03:03 +00:00
connect Doors, brest is colorful, here's the interor stuffssszzzz 2005-12-31 17:57:40 +00:00
construct tower northwest edit 2005-12-31 19:15:53 +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 Doors, brest is colorful, here's the interor stuffssszzzz 2005-12-31 17:57:40 +00:00
exit Patch 1212496 by Kevin Rudat to add client_types to objects that can 2005-08-17 06:37:14 +00:00
flesh Updated for new spell + skill code. Many files moved about. 2003-09-13 04:38:16 +00:00
floor CVS: arch: blue marbles 2005-10-07 18:40:09 +00:00
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 fixed bug [ 1096845 ] Duplicated archtypes 2005-01-15 15:48:47 +00:00
ground Quicksilver sea 2005-12-31 18:01:05 +00:00
indoor Update move_type for barrels and rack - makes them work better 2005-11-16 07:37:32 +00:00
inorganic Fix typo in name and title 2005-10-09 08:31:37 +00:00
jewel Lead 2005-12-31 17:52:59 +00:00
light set is_lightable on lanterns and torches 2005-08-16 20:34:45 +00:00
mapbuilding Reverting change made by errac. Update metalforge's archtypes and please look at the trs file. You will see that shop_building refences building_material_stonewall_norm which is where the Dwall is, please do not change this back, it works, also metalforge isn't the center of the universe, as it is now normals shops will get the dwall, navar shops well get the westcwall, brest shops will get the redcwall, and azamuindo shops will get dwall and the paper wall; This does work please do not change it back. 2005-12-24 06:41:21 +00:00
misc Chest faces 2005-12-26 21:09:49 +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 Twiddle the materials and materialnames on a ton of objects. Get rid of 2003-02-06 08:13:23 +00:00
planes/fire Patch 1212496 by Kevin Rudat to add client_types to objects that can 2005-08-17 06:37:14 +00:00
player Add new force archetype monk_no_use_weapon. It will be inserted into 2005-11-01 18:54:20 +00:00
potion CVS: Added empty coffee cups 2005-10-15 17:14:54 +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 Checkbook 2005-12-31 18:06:00 +00:00
river Add back in some "end"'s I nuked. oops 2002-10-28 06:09:58 +00:00
shop They say darcap is a sultanate :) 2005-12-31 18:10:51 +00:00
skills patch #1311199 by sacq to fix many typos and grammos in race descriptions 2005-10-03 17:10:27 +00:00
spell Jade Dragon, will be rod-type artifact at end of azumuando quest 2005-12-26 21:10:43 +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 Patch 1212496 by Kevin Rudat to add client_types to objects that can 2005-08-17 06:37:14 +00:00
traps - add animation to trap arch. 2004-12-26 04:40:56 +00:00
wall Marble column faces 2005-12-31 17:59:08 +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 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.