[CF-Devel] multi tile monsters - one png
dnh
dnh at hawthorn.csse.monash.edu.au
Fri Jul 13 21:29:27 CDT 2001
Assuming this all works... I am very pleased to here this concept. While
we have autocutting scripts for monsters, it gets very tiresome.
dnh
On Fri, 13 Jul 2001, Michael Toennies wrote:
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Hi
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As i look at the new mapcmd code from mark, i notice that this opens the
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door
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to a nice feature - to avoid the cutting of multi tile monster pictures.
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First, lets remember what multi tile monster means. They are needed for
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server to
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control monsters which reach over more than 1 tile.
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In this process isn't a face(=png picture) involved or used - they are only
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used on client side.
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The client itself don't know anything about multi monsters nor about the
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shown monsters -
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it just print the pngs. A multi tile monster is for the client nothing
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different than x single
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tile pieces.
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Well, to send all this parts, the server goes through the objects in a map
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tile, collect and sort
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them and send the attached faces/animation faces to the client.
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Its easy now to include here a control. Every multi tile monster part knows
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which his "first" tile
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(=head) is and which his relative position to his own position is. So, its
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easy to send this to the
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client. Means this:
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If (multi tile monster part)
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goto head
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if (this monster not shown this map update)
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send client face + x offset of head + y offset of head
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mark monster as shown this step
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continue
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This will of course invoke 2 more bytes at this point to the map cmd, but
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because only ONE time a face
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information get send from a multi tile monster, this will safe some byte at
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the end.
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On client side, there are many ways then to draw this right. Easiest way is
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to clip it or to presort
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it... Its not hard and there are some working ways.
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What will give it to us?
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For all clients, this is a great sacrifice for the artists. It will drawing
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& storing of bigger monsters
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some more easier. And this is REALLY a good thing.
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For the iso client but even for the normal client, this will open the way
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for some nicer layering.
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I had worked with this before in other games, and you will really not miss
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the picture tiling when
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you had done this.
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Its really needed for the iso client, because the cutting for iso multi is
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very tricky and a pain in
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a ass if you must do it with hands. And i don't want introduce here a
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programm (scripting will not work
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easily because you need some trick masks).
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