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

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To: Artur Biesiadowski <abies@xxxxxxxxx>
Cc: Freeciv Dev <freeciv-dev@xxxxxxxxxxxx>
Subject: Re: [Freeciv-Dev] Hex tileset
From: Jules Bean <jules@xxxxxxxxxxxxxxx>
Date: Thu, 26 Aug 1999 14:43:19 +0100

Artur Biesiadowski wrote:
> 
> trident@xxxxxxxxx wrote:
> 
> > 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.
> 
> Ok. So let's have images for hexes for which borders extends in all
> directions - so it would look more like oval not hex. These borders
> would have to be actually pixels copied from other side of hex, so for
> uniform terrain they would be blending exactly. Now, when different
> terrains are near, nothing has to be done - lower and/or right terrain
> will overpaint part of other hex with it's border.
> 
> Problem is that some order of paitning is needed. Easiest is upper rows
> first, left to right (It gives possibility of 3d feel extending into
> upper hexes for free). But this way visual center of single tile of
> desert surrounded by grassland will be sligtly displaced - it's borders
> will overlay upper and left hexes and it will be overlaid by lower nad
> right hexes. Ideally it should be bordered from all sides or extends to
> all sides, but I doubt if it is possible to do this in geric manner -
> there are too many possible combinations of layout of terrains and
> sometimes it is not even clear what behaviour should be, not telling
> about implementation.

No, not at all.

The obvious drawing order is, for each hex, to draw the actual hex
first, and then draw all bits of adjacent hexes which overlap
(presumably transparent).  Finally, if implement, draw the 'on top'
layer (mountains, etc.)


> Oceans do not fit here well. Shores need special images, not rocks
> extending and alpha blending with water :)

True :-(

> But with overlays, I think that just 6 shore images would be needed - 3
> for ocean going into land (from down/right) and 3 for land going into
> ocean (left/up). Plus the same for river deltas.
> 

Jules

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