I am surprised no one mentioned just blacking out the tiles covered by fog of war. The more I think of this the more I like the idea. It would be easier. Fog of war in a stragety game is a convienient tool but in a adventure/RPG maybe it is too much assistance. If you can't remember what's around the corner then you better take another look... > > --Boundary-02=_+nNtAIl4ANWMXXT > Content-Type: text/plain; > charset="iso-8859-1" > Content-Transfer-Encoding: quoted-printable > Content-Disposition: inline > > Just put an example with grey pictures detection. Work quite well. > Please note the base dungeon floor is NOT grey but made of light yellow and > dark green :). I walked a bit in the game seems the detection algorithm did > not fail anywhere!! > > I choose to move grey picture to the light blue. Give better results than > yellow, and i thing nobody wants magenta or cyan :) > http://users.skynet.be/tchize/brol/fow11.png > > Le mardi 25 Mai 2004 08:38, Mark Wedel a écrit : > Rick Tanner wrote: > > The blur effect, while a clever approach, I don't think my eyes could > > withstand that effect for too long! ;-) > > I agree, and the minor blurs are not that different. > > Now the quick hack I did to make it grey was mostly because before then, > they were shown as if it was 50% dark. So for maps with darkness, it was > very hard to tell if in fact the space was just dark, or out of view. > > I do like the faded look. The problem which is very apparant is that it > doesn't work very well for objects that are only grey (looking at sample 2, > there is only a very minor difference noticable between the visible > cobblestones under the grate, and the blocked ones behind it/in the > corners). > > Minor enough that without having that visible one as a reference, for me at > least, I wouldn't be able to tell you those others were blocked. > > Which probably brings up the issue that no method will work perfectly for > everything. The current method works OK for some images, and not good for > others. I wonder if some logic to try and figure out how 'colorful' the > image is could be done, and for images that are mostly grey/black, do an > intensity reduction. > > In terms of votes, I personally like #1 or #2 - hard to tell exactly how > they are different, since #1 was done on a different map. > > In terms of removing objects, this is harder. It wouldn't be hard to just > draw the bottom most image, but that probably isn't write - things like > statues, grates, walls on top of other terrain, etc, would all disappear. > And you can't really get much more intelligent logic, because the client > doesn't necessarily know that image X is a wall and Y is a dagger, and it > should draw X and not Y. > > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel at lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > > -- > -- > 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 > > --Boundary-02=_+nNtAIl4ANWMXXT > Content-Type: application/pgp-signature > Content-Description: signature > > -----BEGIN PGP SIGNATURE----- > Version: GnuPG v1.2.4 (GNU/Linux) > > iD8DBQBAtNn+HHGOa1Q2wXwRAjhIAKDWfeFAXNdcB/1SLhDZKSAW8lDsHQCgxMXw > iE35FxBo0h2fBWijgAZsRWE0b > -----END PGP SIGNATURE----- > > --Boundary-02=_+nNtAIl4ANWMXXT-- > > > _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel