-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Le Mercredi 9 Juillet 2003 04:29, Todd Mitchell a écrit : > The water is nice and the marble (I would consider using these and making > the existing ones classic...), but I still like the existing cobblestones > better. The Flagstone is interesting, but I would rather add yours to the > classic set than replace the existing one. The wood floors are pretty > busy, but would be nice for the classic set. > As for grass - if you replace grass you have to replace many of the other > tiles which use it as a base (trees, forest, hills...). Well Speaking of all tiles using grass as a base. Shouldn't we replace all of them with 2 tiles, one having a alpha layer? I want you to take into account this, speaking back of smoothing: If i have a tree ontop of grass, should it smooth as grass or as a tree? If it smooth as grass, mountains should overlap over it. This means we will get the feeling that the moutains grows on top of tree (quite unnatural, you'll agree). If it is smoothed like a tree, what graphics will see in the border? Small young trees without grass? The grass at the bottom will end abruptly and we will lose the advantages of smoothing. So we would put, perhaps, small young trees and a bit of grass below. But all those would be drawn at level of tree and so the grass associated will overlap the mountains, which is in contradiction with the fact mountains should go over grass. And the result will also be ugly (abruptly ended mountain and grass over the mountain). The only solution i see is transforming on map a tree with grass as 2 objects, grass and a tree on top (same with forest over grass, forest over hills, aso.) This problem is not new. The weather code, as i can remember, has this problem when you need to put snow above the grass but below the trees. The code than replace, on the fly, this object by a pair of object (grass and tree) and then put the snow. I understand we comes to a problem as client only knows 3 layers of a square map. If you put grass+snow+tree+player on a square, one of them must disappear. But this is already the case due to on the fly manipulations of weather code, and i think we should consider replace those object in maps (a script could be created which does the work.) A solution concerning snow could be to create a 'snowed grass' object, but am not sure this is needed. What do you think about it? This could save a lot of time for drawers when dealing with smoothing or other, future maybe, updates of graphics. > If you just > replace grass all those other tiles look a bit off. > > Don't take this critique the wrong way however, I am glad you are lending a > hand. > -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.2.2 (GNU/Linux) iD8DBQE/Ct0NHHGOa1Q2wXwRApIRAJ9LwOwHbsJrMRHrw021s5pbGCnmwQCfRTyX C2Kss8ghH0N4PPHHt9Y9KvA= =gp+f -----END PGP SIGNATURE----- _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel