[Freeciv-Dev] Re: Where can I get that Great Tileset?
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On Tue, 29 Aug 2000 20:46:39 Erik Sigra wrote:
> > To: freeciv-dev@xxxxxxxxxxx
> > Subject: [Freeciv-Dev] isometric tileset screenshots
> > From: Thue Janus Kristensen <thue@xxxxxxx>
> > Date: Mon, 17 Apr 2000 15:00:59 +0200
> > Sender: freeciv-dev-bounce@xxxxxxxxxxx
> >
> > Tim Smith just sent me some screenshots of his isometric tileset; very
> > impressive!
> >
> > they are at
> > http://hjem.get2net.dk/thue_janus_kristensen/THUE1.GIF
> > http://hjem.get2net.dk/thue_janus_kristensen/THUE2.GIF
> > http://hjem.get2net.dk/thue_janus_kristensen/THUE3.GIF
> > http://hjem.get2net.dk/thue_janus_kristensen/THUE4.GIF
> >
> > They are ours for the taking, GPL and all. Of course, someone will need
>
> The main question: Where can I download the image sources (do I have to
> mail the artist)?
Find the old news item at www.freeciv.org
> > to make that isometric graphics engine (that allows units/cities
> > overlapping neightboring squares). I don't think I am the best for that,
> > as I have little experience in that direction, and there is a few other
> > freeciv thing that need doing first.
> > But if nobody else volunteers I will have to take a shot eventually :)
>
> Here are some extra questions for you:)
> * It has been a while. Is the above still your oppinion or have you
> settled with the current view for good?
It should be done!
> * What other things are before this in your job queue currently?
I would like to implement borders, make a guard tower tile improvement and
improve the AI, but note it is really a job pool and not a job queue :)
> * When do you estimate that there will be a stable release of Freeciv
> with isometric view (quarters, years, far future)?
Like, when someone implements it :)
> Note: When I say isometric view, i don't mean some silly compatibility
> mode like a tilted map with diagonal poles, I mean the proper civ2 way,
> like this:
>
> The coordinate system:
>
> /\ /\ /\ /\ /\
> /x0\/x1\/x2\/x3\/x4\
> /\y0/\y0/\y0/\y0/\y0/
> /x0\/x1\/x2\/x3\/x4\/
> \y1/\y1/\y1/\y1/\y1/\
> \/x0\/x1\/x2\/x3\/x4\
> /\y2/\y2/\y2/\y2/\y2/
> /x0\/x1\/x2\/x3\/x4\/
> \y3/\y3/\y3/\y3/\y3/\
> \/x0\/x1\/x2\/x3\/x4\
> \y4/\y4/\y4/\y4/\y4/
> \/ \/ \/ \/ \/
>
> The coordinates of the tiles surrounding (x, y):
>
> \(x, y - 2)/
> \ /
> \ /
> \ /
> \ /
> if (y % 2) (x - 1, y - 1)\/(x, y - 1)
> else \(x, y - 1)/\(x + 1, y - 1)
> \ / \ /
> \ / \ /
> \ / \ /
> \ / \ /
> (x - 1, y)\/ (x, y) \/(x + 1, y)
> /\ /\
> / \ / \
> / \ / \
> / \ / \
> / \ / \
> if (y % 2) (x - 1, y + 1)\/(x, y + 1)\
> else (x, y + 1)/\(x + 1, y + 1)
> / \
> / \
> / \
> / \
> /(x, y + 2)\
Yes, it would be nice to have it just like civ 2. But as jjm pointed out, a
client with a tilted map could be a middle step.
For numbering the tiles for a civ 2 map I would prefer the pattern shown in the
attached file, as it would make tile iterating more intuitive. (though I don't
have actual experience with either pattern.)
Note that, as I have remarked in freeciv_hackers_guide.txt, it would be very
nice if people would use macros or specialized functions for iterating on the
map,
because it would then be relatively easy to convert the server to a new tile
pattern (or it could be a run-time configuration.)
> > -Thue
>
> -Erik
-Thue
isometric.fig
Description: image/xfig
[Freeciv-Dev] Re: Where can I get that Great Tileset?, Wong TM (Huang Deming), 2000/08/30
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