[Re: [CF-Devel] Future of Crossfire]
Michael Toennies
michael.toennies at nord-com.net
Tue May 22 06:32:34 CDT 2001
Hm, sorry to say but you both are wrong ;)
The problem are not the monsters... I mean LOOK at the iso
example of DG... the monsters are FLAT also some other objects.
What is NOT flat is the background - and background in both png sets
are really worse and a mix from many sets.
I can,t understand that no one believe me that the look of a map
NOT DEPENDS ON THE MONSTERS/CREATURE - it depends on the background.
Look at the iso example... count the creatures/flat objects and the "other"
objects... do this too for a normal CF map...
I mean, what you normal see are about 80%-90% background tiles... THEY make
the look.
Iso BACKGROUND will make the perspective.
Iso gfx like DG example makes it easy to include "high" of a object... means
there you can
stay "behind" a object.
* And there is not problem for most of our multi tile monsters for alternate
set *
* You must make the last "high" png bigger than 32x32 - like 32x40 or 32x50
or whatever *
* its a work of some minutes to change clients for this *
* the server NEVER handles with the content of a media file, so he don't
care about it*
* MORE: there is a GOOD point: For a high monster, you only include the foot
part of it
as object in the map - the HEAD is "in the air" - so, you reduce there
some overhead *
And because the tiles are arranged in diamond shape style and drawed in iso,
the position of
objects are "sorted" in a eye friendly way your brain think thats all
"natural".
diamond shape iso is a grafical AND a physical (the form and position of the
tiles) "trick"
to fool your eyes... and a technical way to blt the object correct (think
about "high" objects).
Thats ALL.
And for a really last time (i don't want repeat it again and again) - you
CAN'T do this physical/
technical view in the way our png sets are working.
I mean - SHOW me the game/gfx which use it!
Do you think the prof. game artists are all idiots? They know what they do
and they
had some more thinked about it than you - they got money for it.
So, don't try to develope the wheel again - use what people had done.
---------------------------------------------------------------------
Michael
>
>
On Mon, 21 May 2001, DAVID DELBECQ wrote:
>
>
> dnh <
dnh at hawthorn.csse.monash.edu.au
> wrote:
>
> Umm I tend to disagree with this.
>
>
>
> Firstly, I honestly DON'T believe an 'iso' view version of crossfire, or
>
> at least a version like the 'standard set'. I personally
>
believe that with
>
> a short month, Peterm and I have created a better, more congruent, set
>
> that really does look great. The alternate set (which can be found on
>
> crossfire.csua.ber....) may look easy to convert to iso but there is a
>
> large problem and that is with the multitiled monsters. If we take on an
>
> iso view major changes are going to have to be made, and IMHO it simply
>
> isn't worth our time.. certainly if some wiz artists comes
>
along AND MAKES
>
> the new images I would be happy to see such ventures, but until we have
>
> some real live artist walking about, that I can talk to and ask
>
questions
>
> about, I don't support this view.
>
>
>
> ------------------------------------>
>
> You say you don't want iso because you don't have time to
>
create iso monsters,
>
> or at least convert. It's your right but don't forget we can
>
parse a lot of
>
> flat object (ground and so on) to iso esaily (just some
>
deformation). What
>
> concern monster, 1 square monsters can, at least for the
>
moment, be parsed
>
> like that (they look good for iso). What concern multiple
>
square monsters, i
>
> believe it's a problem but once again, we could for the begin of the
>
> developpement, parse them as flat objects which stand up in the
>
front square.
>
> The critical point of this are walls, doors, exits, houses,
>
sign and other
>
> vertical objects.
>
> <------------------------------------
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