[CF List] png images
Mark Wedel
mwedel at scruznet.com
Sat Jul 1 13:50:40 CDT 2000
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.
More information about the crossfire
mailing list