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ryo_saeba f88ca361c2 Archetypes for wall art.
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/arch/trunk@18584 282e977c-c81d-0410-88c4-b93c2d0d6712
2013-03-03 17:04:11 +00:00
armour Recolored classic shield to make bronze version. 2012-11-28 15:49:08 +00:00
connect Remove invalid lines. 2012-11-11 19:18:40 +00:00
construct Additional new graphic (construct/town/dragon_guild2.base.x11.png) and archetype (construct/town/dragon_guild2.arc) for Dragon Guild. Based on existing guild graphics but with a sign or banner on the front. 2012-09-24 04:08:10 +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 Fix invalid move_block value. 2012-11-11 19:08:33 +00:00
exit New archway: black archway. 2012-11-18 15:58:25 +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 Pixel color clean up on various Afloor (floor/Afloor/) graphics. 2012-09-08 05:14:59 +00:00
food Redesigned wine glass faces. 2012-11-29 20:19:24 +00:00
gods Pixel and color touch up on the club graphic used for Altar of Gnarg (gods/altars/altargnarg.base.111.png). 2012-04-21 07:21:36 +00:00
ground Don't give a speed to a non head part of a firewall, this causes errors in the server log. 2012-01-22 11:50:10 +00:00
indoor Archetypes for wall art. 2013-03-03 17:04:11 +00:00
inorganic Fix newlines. 2012-11-18 18:25:24 +00:00
jewel Faces for great and exceptional jewels, simple changes from the pretty face. 2011-11-20 15:43:50 +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 Patch: 3588680, Removed outlines around planes in lamp post image. Credit to SilverNexus. 2012-11-30 00:29:41 +00:00
monster Added classic placeholder images so classic image set won't revert to base set for most of goblin_leader facings. 2012-12-21 04:19:54 +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 - The mage and warlock are identical except for animation settings, but the 2012-09-29 23:05:06 +00:00
potion Fix invalid field. 2012-11-11 19:41:50 +00:00
random Add explicit animations; extract some 'magicmap' and 'visibility' attributes into .face files. 2009-02-01 15:23:29 +00:00
readable Touch up to the text on the nondirectional sign (readable/sign.base.111.png). Credit to SilverNexus. 2012-11-09 01:49:28 +00:00
river Redesigned river faces to match the lakes. No animations for them yet, though. 2012-12-18 03:38:28 +00:00
road - Move various road/path/bridge arches from the wall and construct folders 2010-06-15 07:57:42 +00:00
shop Patch: 3586098, Minor touch-up on some stores. Credit to SilverNexus. 2012-11-30 00:25:57 +00:00
skills Faces for various holy symbols. 2012-03-11 19:58:42 +00:00
spell Added distinct graphic for rune of icestorm. 2012-11-28 18:07:42 +00:00
system Add new event handler, when a weapon or arrow attacks. 2012-04-15 17:33:19 +00:00
talisman Faces for the rings of Magic, Ancient and High Magic. 2012-10-18 20:54:48 +00:00
transport Extract archetype, add animation. 2012-05-12 16:34:47 +00:00
traps Add explicit animations; extract some 'magicmap' and 'visibility' attributes into .face files. 2009-02-01 15:23:29 +00:00
wall Adjust (increase) width of hedge wall sections to align or match other sections. 2012-05-13 06:40:35 +00:00
weapon Recolored blade of classic dagger to make bronze variation. 2012-12-08 04:01:53 +00:00
CHANGES Redesigned river faces to match the lakes. No animations for them yet, though. 2012-12-18 03:38:28 +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 Redesigned river faces to match the lakes. No animations for them yet, though. 2012-12-18 03:38:28 +00:00
treasures.trs adjust treasures lists for stars and reduce number of throwing quivers 2012-01-18 17:20:11 +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.