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Re: [Freeciv-Dev] Hex tileset
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To: Tatu Rissanen <trident@xxxxxxxxx>
Cc: freeciv-dev@xxxxxxxxxxxx
Subject: Re: [Freeciv-Dev] Hex tileset
From: Artur Biesiadowski <abies@xxxxxxxxx>
Date: Tue, 24 Aug 1999 13:44:35 +0200 (MET DST)

On Tue, 24 Aug 1999, Tatu Rissanen wrote:

> The border area may not overlap a border area of non-next door neighbour.
> That way rendering a hex requires to add its next door neighbours to draw
> list, but no more distant hexes.
> 
> The clipping mask can be a rectangle. Sides go through the middle of 
> edges extending from hex's corners. The edges are between two neighbour
> hexes. (Hmm, I'd probably need a picture here...)

Real question is not how to do that, but if it will look good. On
grass/desert boundary there are some places with grass and some places
with sand, not orange(?) patch. 

I'm starting to think that it will be just easiest to create neutral/grass
border overlays (2^6 of them) and use them for all transitions. In this
case a lot of terrrains would be base grass + additional layer with
mountains/trees/whatever (and as you have said, merging would be done on
layer between base ground and mountain layer).

I think that there are only few base tiles needed - grass, desert, ocean,
artic. Maybe also plain and tundra. With mountain in separate layer it
would be possible to have mountains on grass or mountain on artic...

BTW, I'm now trying to create some basic hex tiles. I must say that it is
a horrible work to get them tiling.

Artur


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