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rjtanner d08c0dda2a More new graphics, faces and archetypes for the carved cave wall. They match the existing cave wall coloring, and do not stand out like the (black) mine graphics.
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/arch/trunk@15201 282e977c-c81d-0410-88c4-b93c2d0d6712
2011-10-18 03:20:13 +00:00
armour Merge split lines. 2010-08-08 21:03:32 +00:00
connect Fix incorrect svn properties, for example .png should not have svn:keywords set, that could in worst case result in corruption. While we are updating properties anyway, clean up incorrect (but mostly harmless) svn:mime-type, svn:executable and so on. 2010-10-11 18:15:00 +00:00
construct Redisgned the roof of RL House 1 (rl_house1) graphic. 2011-09-19 01:43:51 +00:00
dev - Move dev/wip/manhole to connect/Hole as it is tested and ready to use. The 2010-05-14 04:23:43 +00:00
disease Merge split lines. 2010-08-08 20:58:33 +00:00
door Pixel color clean up for door/Door/door_* graphics. 2011-09-06 02:15:06 +00:00
exit Color changes to stair graphics to emphasize the pseudo 3d aspect of the stairs graphics. 2011-09-06 03:08:16 +00:00
flesh Fix incorrect svn properties, for example .png should not have svn:keywords set, that could in worst case result in corruption. While we are updating properties anyway, clean up incorrect (but mostly harmless) svn:mime-type, svn:executable and so on. 2010-10-11 18:15:00 +00:00
floor Remove empty line. 2011-06-13 20:32:04 +00:00
food Commit patch #3077873: Cup of Coffee has wrong type defined. 2010-09-29 16:17:08 +00:00
gods Animation for Gorokh's altar. 2011-08-13 18:19:56 +00:00
ground Added snow.face 2011-09-10 16:40:06 +00:00
indoor Fix animation related problems. 2009-02-06 07:16:50 +00:00
inorganic Merge split lines. 2010-08-08 21:03:46 +00:00
jewel monster rebalance - rebase AC 2011-07-02 17:27:20 +00:00
light Color touch up on the unlit torch, replaced the white pixels with light brown colors. 2011-09-07 03:27:48 +00:00
mapbuilding Losslessly recompress some PNG images for smaller size to reduce the bandwidth needed for sending images to clients.̈́ 2009-01-25 08:47:14 +00:00
misc Don't duplicate name_pl. 2011-07-08 19:59:04 +00:00
monster Face for the messenger angel, based on the litangel.base.* faces (some palette changes only). 2011-09-07 20:08:02 +00:00
planes/fire Lighten the colors used for the Burning Stronghold and pixel clean up. 2011-09-10 02:23:59 +00:00
player Double sword animation for the Fenx. 2011-07-23 14:39:11 +00:00
potion Fix fire and cold potion's resistances. This will invert for players right now, but better longterm. 2010-09-12 13:44:33 +00:00
random Add explicit animations; extract some 'magicmap' and 'visibility' attributes into .face files. 2009-02-01 15:23:29 +00:00
readable added arch for imperial 10 and imperial 100 2010-08-13 04:09:52 +00:00
river Add explicit animations; extract some 'magicmap' and 'visibility' attributes into .face files. 2009-02-01 15:23:29 +00:00
road - Move various road/path/bridge arches from the wall and construct folders 2010-06-15 07:57:42 +00:00
shop New graphic and archetype for an archery shop, both based on the existing weapon shop. 2011-04-13 03:38:29 +00:00
skills Anim_suffix for karate. 2011-07-09 09:34:58 +00:00
spell Refactored holy_word graphics to resolve transparency issue as reported under bug ID 3330490 - PNG Transparency. 2011-10-10 05:57:03 +00:00
system Face for the goose quest. 2011-07-23 14:02:49 +00:00
talisman Give an animation to amulet, so they'll have a random face like rings. 2011-07-14 15:14:51 +00:00
transport New graphic, west facing Big Galeon ship. 2011-09-11 06:39:33 +00:00
traps Add explicit animations; extract some 'magicmap' and 'visibility' attributes into .face files. 2009-02-01 15:23:29 +00:00
wall More new graphics, faces and archetypes for the carved cave wall. They match the existing cave wall coloring, and do not stand out like the (black) mine graphics. 2011-10-18 03:20:13 +00:00
weapon Remove duplicate line. 2011-07-23 15:42:51 +00:00
CHANGES More new graphics, faces and archetypes for the carved cave wall. They match the existing cave wall coloring, and do not stand out like the (black) mine graphics. 2011-10-18 03:20:13 +00:00
Naming.doc - Major update of Naming.doc to improve description of existing content and 2010-06-08 03:24:14 +00:00
README Fix typo. 2004-10-09 15:55:24 +00:00
TODO Fix typo. 2004-10-09 15:55:24 +00:00
treasures.trs Increase chance and amount of silver coins dropped by lower level monsters so that low level players have better access to spending cash 2008-11-11 19:05:49 +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.