Hi Big mail i give out to artist who answered me. I explain the cf animation and tile set in simple words, so kick me if they not scope the whole reality. I do it for giving them a quick info... Well, it is some complex for a new people is alot. > -----Original Message----- > From: Michael Toennies [mailto: michael.toennies at nord-com.net ] > Sent: Wednesday, February 14, 2001 1:25 AM > To: Sebastien Bracquemont [ dweeves at hotmail.com ] > Subject: FW: rogue like games gfx > > > > > > -----Original Message----- > > From: Michael Toennies [mailto: michael.toennies at nord-com.net ] > > Sent: Wednesday, February 14, 2001 1:00 AM > > To: Jaakko Tapani Peltonen > > Cc: David [ david_eg at mail.com ]; Mitsuhiro Itakura > > [ ita at gold.koma.jaeri.go.jp ]; Hansjoerg Malthaner > > [ hansjoerg.malthaner at danet.de ]; Mårten Woxberg [ maxmc at telia.com ] > > Subject: RE: rogue like games gfx > > > > > > Ok > > First a thanks for all who answer me and give us tiles/permission > > to use tiles. > > > > I give you an overview how CF works and the gfx is included and > threaded. > > > > ** CF is a very very complex engine. They worked since 10 year on > > it, i think there are > > only a few programs outside with complexer map engines then cf. > > So, this will give you only > > a overview what can be done ** > > > > Our real problem is, that the maps and the gfx show only x% of > > the real potential of the engine. > > Thats, what we will change now. > > > > Plase read the part about the "Animation and Muli Tiles" and the > > following in all cases. > > > > About the CF tile system: > > ------------------------- > > > > It is very very flexible. It is multi tiled and animated. > > > > We use png pictures. We will use palettelized sprites and real > > alpha blending in the future, > > in fact my client can do it yet, but it is not yet in the server code. > > > > The single tile is 32x32 pixels. > > > > You can store the png in any format. 16 colors, 256 colors or > > true color - because the open pnglib > > every client/programm use can transform them in the right format. > > My client use 16bit HiColor > > yet. Thats only for speed, because some guys run the client on > > pc133. True color will give them no > > real better gfx yet but will drop speed. > > > > ** for rendered true color tiles with more then 256 colors please > > use RGB black (0,0,0) as default > > color key, for pngs <256 colors please use a 256 palette picture ** > > > > Remember: Because the png 16/256 palettes stores the pixel as > > true color pixel of course, > > we always have the color information as true color. So , we eat > > EVERY color information. > > > > ** Because the server SENDS the png to the client, the set can > > changed "on the fly" ** > > > > The server send every ppl who log in, the tile name and a > > checksum for all tiles, he can see on map. > > The server use a dirty map for it, so he knows which tile the > > user knows and he send it only one time. > > This will avoid lag. When the client don't have the tile in cache > > folder (from older logins or pre loaded > > from a library file) or he has an old tile, client requests the > > png from server who send it then to him. > > > > Map Editor and Random maps > > -------------------------- > > > > Maps are worked out with a map editor. CF use a very very complex > > real time engine for animate/control > > the maps. In fact, you can build crazy complex mashines, which > > levers, teleporters, moving bolders, > > creators, sensors .... and so on. > > > > There are maps out, which have so complex "engines" inside player > > can trigger to do some, dev team > > need weeks to find out how because the guy who created them is gone... > > > > WHAT WE REALLY NEED: > > Is gfx for multi tiles structures. So, big pyramids or some else. > > Or terrain with big mountains etc. > > > > ** in fact you can render a whole map and put it in ' at once' as > > one map ** > > > > Because you can put maps easy to a server with new tiles who get > > sended to client, you are free to > > draw ALL you want. > > > > btw: every gfx or tile is an object in cf. Every object can be > > given all object attributes. > > So, a simply floor tiles is the same object then the player - > > except he has not the right flags and > > the server/client handle it in different cases then. > > > > But perhaps you can have all times a event, who give a > > tile/object new flags and then he will be > > threaded then a new object... you got the point? > > > > We have also a random map generator like nethack or others included. > > In fact, in one of the next versions, we will put in the whole > > nethack quests. > > This will make nethack a kind of CF part ;) > > > > > > Animation and Multi Tiles > > ------------------------- > > > > This is easy. To every object (remember, that a simple floor tile > > is an object) you attach a gfx - > > here a png. > > > > Lets talk about floor.png as gfx. > > > > At first, you pre define a standard object which get attacked > > with a picture. For the ground it is > > the simplest object. > > > > Now you can extend this object. To animate, you put in a animate cmd. > > For this (and for multi tiles) you give the picture this names: > > > > floor.111.png > > > > This is the first tile of an animation. Every picture use this > > namings, even when there is no > > animation. This make it easy to extend a picture with more > > animation. Simply add the animation > > cmd the the object and put a > > > > floor.112.png > > > > in the pic lib. You also put in a speed value and then the client > > (or the server) plays the animation. > > > > first floor.111.png then floor.112.png... This can be extended to > > floor.119.png. > > > > This is only a animation STEP. You can add more STEPS to more > > complex animations. This removes the > > 10 frame animation limits. Steps are also used for complexer > > animation, fo example when you look > > in different direction with your player picture. Every step has > > then a single animation row... > > > > Also, you can create multi tiles objects! > > > > This goes from x=1 to 10 and y=1 to 10. So a 3x4 or a 2x6 or a > > 1x9 monster is possible!!!!!!!! > > > > Lets think about a 2x2 monster. It has 64x64 pixels and is has 4 tiles. > > > > Positions: > > > > AB > > CD > > > > This 4 pngs make this monster: > > > > monster.111.png = A Position > > monster.121.png = B "" > > monster.211.png = C "" > > monster.221.png = D "" > > > > As you can see, there are the first 2 numbers for: they define > > the position of a multi size object. > > this will make 320x320 monster possible... We HAVE big demons > > with 6x6 inside yet! > > > > (in later versions, we can change this to 2 chars. like > > monster_A.111111.png. This will make > > 99x99 tile object with 99 standard animations... but really... > > you don't want do draw often a > > 600x400 pixel monster with 20 animations :) If you do, we make > > the changes asap :)) ) > > > > Now, if you want look this monsters in a different direction (a > > different STEP): > > > > monster2.111.png > > monster2.121.png > > monster2.211.png > > monster2.221.png > > > > Now the trick: For every tile, you can still use normal frame > animation.! > > > > This for example will let the monster move the head from left > to right... > > This will be played from default tile animation system. > > > > monster2.121.png > > monster2.122.png > > monster2.123.png > > > > With this system, you can do very very complex situations and > animations. > > > > What that means for an artist? > > ------------------------------ > > > > Simply draw sets of animations with the full picture like you > > make it for comic movie. > > > > ** You don't need to cut them in 32x32 tiles!!! ** > > > > Now a guy who has access to a server or the CVS create the object > > with animation data for it. > > Also, the "cut off" to 32x32 will be done from him. > > > > ** You can give us every animation you can draw in normal > "movie style" ** > > > > > > Palettelized Sprites > > -------------------- > > > > For the 256 colors we will go to palettelized sprites - means we > > change the palette by client > > "on the fly". This will end up in the Diablo 2 monsters, where > > the special monsters have fancy > > colors, but use the same gfx data. Or in Age of Empire, the walls > > have a painting in player colors. > > There is a mask above them with a changed palette for every player. > > CF will do the same. The palettes will pre defined, so many > > pngs/monsters can use them. > > > > Example for a orc having the orc.png as tile: > > The server then will tell the client for a palettelized monster > > simply: "show tile 'orc.png' > > (and use the original palette of this png). For the chief orc, > > use same tile, but use palette 5. > > > > This will then show the orks "normal" because every palettelized > > png come with a default palette - > > even the one who in the png file. The chief or but will shown in > > different colors. > > > > The "palette 5" palette is nothing more then the png > > "palette_5.png". This png has no gfx data (it > > has, but it is only a 1,1 picture - the client/server ignore gfx > > data). The client safe it and then > > he rip of the palette when needed and attach it to other pngs. > > > > The big big plus of this is, that the information of the > > different color styles are in the monster > > data NOT in the gfx data. So you can crate a new city, getting > > the standard guard but attach in map > > editor a different palette to them, so they show up all with blue > > shields for example - different from > > other citys. Look for Diablo 2 and other games using it for > > getting more ideas. > > > > I talking about this, because i saw in many tile sets the same > > monsters in 4-6 different color styles. > > Using a set of pre definded palettes with different "ground" and > > "changing " colors will rip you off > > of all this same gfx. In fact, if you use so a set of pre defined > > palettes, you get automatically > > the different colors if you draw a new monster/gfx. > > > > Puh, that was alot. > > As you can see, CF is not one of this games "in development". > > In fact, we should had given out first 1.0 version 5 years ago. > > But the people had so many new ideas, we always go from 95.3 to 95.4... > > > > CF is more finished yet then some commerzial programs i know. > > BTW, iam a professionel game writer. > > > > cu > > Michael > > > > > -----Original Message----- > > > From: Jaakko Tapani Peltonen [mailto: jtpelto2 at cc.hut.fi ] > > > Sent: Tuesday, February 13, 2001 7:34 PM > > > To: Michael Toennies > > > Subject: Re: rogue like games gfx > > > > > > > > > On Fri, 9 Feb 2001, Michael Toennies wrote: > > > > > > Hello, > > > > > > I'm rather tied up with the different versions of NetHack - > Falcon's Eye > > > for now, but I'll look into the Crossfire when I have time. Judging by > > > the screenshots on the website, I believe I could make some > improvement > > > to the graphics, alghough it depends of course on how flexible the > > > graphics engine is. I'll send a concept screenshot of the > what the game > > > screen could look like, after I've had time to work on it. > > > > > > Jaakko Peltonen > > > > > > PS. I'm sorry about the late response. > > > > > > > > >