Re: [Freeciv-Dev] Hex tileset
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> Maybe something like adding 3 pixel wide border, overlapping neighbour
> hexes with decreasing alpha at each pixel to merge colors with other
> terrains would work ?
That would do fine for flat terrains, but problems will arise when
mountains, trees or anything else extending beyond the hex borders
has to be drawn. And shores should have special handling, too.
Currently nothing extends beyond tile borders, but I would like to
see the renderer to be able to do this. Eg. mountain tops could
slightly cover the above tile giving an impression of 3D.
If all images are clipped to hex borders, the alpha blending would
actually be an improvement to the current system. Now all terrains
'blend' to grassland in spite of actual neighbour terrains.
The graphics spec file with ability to describe several graphics
elements for each drawable item would be handy here. Each terrain
hex would then be a composition of the base element and transition
elements giving a total of 7 graphics elements per terrain.
The graphics spec file should be able to define a list of graphics
elements with rendering layer, rendering offset, source file and
source region within the file for each drawable item. David is
working on this (or a sub-set of this), if I'm not mistaken.
--
Tatu Rissanen
tatu.rissanen@xxxxxx
- [Freeciv-Dev] Hex tileset, Artur Biesiadowski, 1999/08/20
- Re: [Freeciv-Dev] Hex tileset,
Tatu Rissanen <=
- Re: [Freeciv-Dev] Hex tileset, Artur Biesiadowski, 1999/08/21
- Re: [Freeciv-Dev] Hex tileset, Tatu Rissanen, 1999/08/23
- Re: [Freeciv-Dev] Hex tileset, Artur Biesiadowski, 1999/08/23
- Re: [Freeciv-Dev] Hex tileset, Peter Schaefer, 1999/08/23
- Re: [Freeciv-Dev] Hex tileset, Tatu Rissanen, 1999/08/24
- Re: [Freeciv-Dev] Hex tileset, Artur Biesiadowski, 1999/08/24
- Re: [Freeciv-Dev] Hex tileset, trident, 1999/08/25
- Re: [Freeciv-Dev] Hex tileset, Artur Biesiadowski, 1999/08/25
- Re: [Freeciv-Dev] Hex tileset, Jules Bean, 1999/08/25
- Re: [Freeciv-Dev] Hex tileset, Artur Biesiadowski, 1999/08/26
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