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Re: [Freeciv-Dev] Hex tileset
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Re: [Freeciv-Dev] Hex tileset

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To: trident@xxxxxxxxx
Cc: Artur Biesiadowski <abies@xxxxxxxxx>, freeciv-dev@xxxxxxxxxxxx
Subject: Re: [Freeciv-Dev] Hex tileset
From: Jules Bean <jmlb2@xxxxxxxxxxxxxxxx>
Date: Wed, 25 Aug 1999 23:00:28 +0100

trident@xxxxxxxxx wrote:
> 
> > 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.
> 
> The transition doesn't have to be linear alpha blending starting from 50%
> going upto 100%. It could reflect some characteristics of the terrain in
> question: patches of grass for grasslands, alpha blended dunes for deserts,
> rocks for tundra and mountains, etc.
> 

My thoughts exactly.

Personally, I am pained by the ugliness of having loads of special
versions of the tile for edges.... but I'm a purist about that sort of
thing.

To do it purely with alpha blending - even using the technique Tatu
suggests, which is what I had in mind myself - will still require that
anything intended to look 3D - the mountains, e.g. - would need to be in
a higher layer.

Still, if we went for 'flatter' tiles, I'd wager we'd get good effects
with the alpha blending idea.

Jules

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