Well, its as i said long before: the xpm/xbm set is designed. The png set is assembled. There is only one way to avoid it: make a big cut and start from bottom up. I will soon drop some for the iso set, perhaps we can make here the deal and hit 2 flies at once: new set and new style. Again: we don't speak about monsters. The nice of the flat monsters is, that they fit more or less in nearly all true iso gfx. Michael > On Wed, May 23, 2001 at 01:56:42PM -0700, Mark Wedel wrote: > > On Wed, 23 May 2001, Chris Lusena wrote: > > > I think that the major resistance is to those of us with lower > > > graphics than 1024x728x 24 bit color, or is it 16 bit color? > > > > Realistically, the number of bits isn't really important. While the > > graphics will look best with 16+ bit displays, it should still work on > > 8 bit displays (it does some primitive color matching, which works, > > but images won't look as good, just as what happens with any reduced > > color mechanism) > > I've used the current color matching 1.0.0 and I can say that the color > matching is _very_bad_ IMHO, in fact I find it so bad as to limit > playablity. I've switch _back_ to xpm from png because the color > matching is so bad, even though since I have sufficient resolution > I prefer the bigger tiles. Though I am on a sun which I believe are > know for bad X implementations and poor color control, so it could > be something odd my system. > > > -- > Chris Lusena Office: 762 AH > Department of Computer Science Phone: 859-257-3678 > 773 Anderson Hall Fax: 859-323-1971 > University of Kentucky Email: lusena at cs.uky.edu > Lexington, KY 40506-0046 U.S.A. http://www.cs.uky.edu/~lusena > _______________________________________________ > crossfire-devel mailing list > crossfire-devel at lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel >