Jonathan Taporg wrote: > > Hello, all, > > I'm guessing that by adding PNG support, we've > implicitly removed any color palette restrictions > for created images? While I can see the argument > that some people may still run bitmap versions, I'd > have more difficulty believing that people running > CF in color would be restriced to 256 colors. The > reason the color is significant is that the new > 32x32 image size combined with unlimited color use > would make creating images orders of magnitude easier > for artists (like me :). There is still some color restrictions. Anyone with an 8 bit display is restricted to 256 colors, and 8 bit displays are still somehwat common. Unfortunately, I don't seem to have a list anyplace of what colors he chose were. I guess it would not be too hard to write a simple script to extract the color information from the png images. > After having gone looked over the converted archs, > I also composed the list png_todo.txt of png files > which are as of yet in the ugly scaled up form. In > cases where I wasn't sure, I left the image name > on the list. I agree with another poster that > a number of the images would look good if simply > taken from their original xpm form, and converted > to png without scaling. And for some objects, that probably does not create any harm, as just in terms of scaling, some could easily be smaller than others. > > *whew* Having done all of that, I figured it would > only be right to bring up all of the comments and > nitpicks I have. Anyways... > > ... The image for a non-destructable earthwall has > somehow changed to a pillar, making it trivial to > tell apart from the destructable ones. I notice that the entire look of the wall/bwall has changed. The normally walls are a grey and not the yellow like the old ones, so thingsl like the stoneblock and earthwall really stand out. > > ... With the isometric scheme that the newly drawn > tiles are using, it would make sense for a two-space > creature (for instance, a unicorn), to change shape > if it changes direction and starts walking downward. > Just wondering whether the server code would know > how to handle such events gracefully. :) Nope - the dimension/x,y of multipart objects are not mean to be dynamic. I suppose that support could be added. > > ... Also regarding the isometric perspective - when > an isometrically drawn monster shown facing south > starts walking sideways, it looks slightly more > awkward that if a flat iconic version of the monster > starts walking sideways. I think it's something to > consider ... redrawing monsters isometrically may > imply needing to draw the monster facing in other > directions as well. This is supported by the server - any creature can have up to about 8 facings - presently, pretty much only players actually have 8 facings, with most other monters have 1, 2, or 4. > > ... Please please please be sure to save the original > xpms somewhere, even with better pngs available, and > even if all of the xpms end up removed from the arch > directories. There are a number of nice icons in > that image set, and drawing well at 24x24 isn't easy. They will off course still be all those images in all the prior releases out on the ftp servers. > > ... Has anyone tried going into a room full of > kobolds, orcs, gnolls, ogres, madmen, and maybe > zombies as well under the png image set? I haven't, > myself, but I bring it up because I wonder how easily > distinguishable the different monsters are. > Individually, they're well drawn, although their > color schemes are all so similar, that I think it's > worth checking to make sure that they do indeed > succeed in looking different. Hopefully, there are not any maps that mix the different monster types so badly.