-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Le Vendredi 4 Juillet 2003 19:25, Todd a écrit : > Is this the transitional graphic set we are going for? This is more > akin to the shaggy tile. This appears to be the inverse of single tile > smoothing (if your reading this and don't know what I'm talking about > you can research in the archives...) than the full transitions proposed > by Mark and Tim based on the legendary document. I thought we had > decided to go with the larger number of transitions for greater visual > appeal. I ask because I am working on some smoothing graphics and don't > want to redo them. As far has i remember those document (about way to make a tiled game appear more untiled). The article was speaking about a way, using 8 different pictures, to smooth all cases. I haven't yet made the doc on smoothing (sorry). But some basic infos can be reached at the following address: http://users.skynet.be/am248983/smooth/index.html Or you are speaking of another discussion so i'l be gald to have references since doesn't have all cf-devel mails here and mailman web page doesn't allow searching. > The reason I ask is because these seem to have the same issues as the > 'shaggy tile' scenerio. ? Well if ther is a problem i didn't think about, we can still change the way things work, the code is fresh and not well spread. > > Also I really want to get the layering sorted out. I understood it that > water was to be lowest level then we would work up such as : > water -> sand (and desert), marsh, and cobbles (roads) -> grass and > swamp -> trees (different types of forest) and hills ->mountain Well the order you show is the natural 'altitude' order. However, for graphical reasons, i think the order shouldn't be done according to altitude. Even if it's natural to see moutains over grass or forest, it is unnatural to see grass or see grow over the sea :) so the order is suggest, using your case would be something like: roads at the bottom (case roads are straight and it's unnatural to see a paved road over the sea or a swamp or perhaps natural over a swamp, need to see what this give graphically) then grass then sand and deserts, than hills, mountains, and then forest. Cause, ther may be a small tree about the border of a mountain, but it's stupid to think it would look ok if a mountain was to cover half-trees in a forest. > > Where more tiles could be added to the appropriate 'layer' as they come > on line. > > This method would allow for the eventual retirement of the river and > lake arches, which are a royal pain, with appropriate water arches. > Are they a pain? I can't see a good way to remove thsi case, axcept at the 'corners' (you see when you have a diagonal and need to put thos 2 ugly little things at the corner. Those 2 litlle things could be take off and replaced by smoothing. But don't except the code to allow thing like transforming roads in the bigworld to straight line of 3 or 17 ° inclinaision. Smoothing works locally by altering the tiles next to the smoothed tile. No durther, no line or curves interpolations. > Also is there any consideration being given to extending this (leaving > the door open anyway?) to do stuff like health/magic auras over top of > objects and players or special effects or weather animations? Right, code in the protocol was made to allow thing like localized special effects or a like. I planned to replace the auras with a bueatifull client side drawed aura. with transparency and so on. Some people talke about rain falls and snow falls. This is also possible. > > > First, is it expected/thought that the smoothing (blending) of tiles > > is likely to be turned on/off at and object level? this may be more > > for the mapmakers - do you see cases where you woudl say 'I really > > don't want this grass tile smoothed with the neighboring tile'. > > This is part of leaving the door open no? The door is not open. The room behind it is already build :) since it's already the case. - -- Tchize (David Delbecq) tchize at myrealbox.com Public PGP KEY FINGERPRINT: F4BC EF69 54CC F2B5 4621 8DAF 1C71 8E6B 5436 C17C Public PGP KEY location: http://wwwkeys.pgp.net/pgpnet/wwwkeys.html -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.2.2 (GNU/Linux) iD4DBQE/Bu3JHHGOa1Q2wXwRAtv0AJiiDqdrDK5ZqBvXrMBZjP82NrwMAKCbGq61 2WLKRr6tWomx48+BQ4fEaQ== =WkR9 -----END PGP SIGNATURE----- _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel