Complete.Org: Mailing Lists: Archives: freeciv-dev: August 1999:
Re: [Freeciv-Dev] Hex tileset
Home

Re: [Freeciv-Dev] Hex tileset

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: abies@xxxxxxxxx (Artur Biesiadowski)
Cc: freeciv-dev@xxxxxxxxxxxx
Subject: Re: [Freeciv-Dev] Hex tileset
From: Tatu Rissanen <trident@xxxxxxxxx>
Date: Sat, 21 Aug 1999 17:49:29 +0200 (EET DST)

> 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



[Prev in Thread] Current Thread [Next in Thread]