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[Freeciv-Dev] Re: Where can I get that Great Tileset?
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[Freeciv-Dev] Re: Where can I get that Great Tileset?

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To: <freeciv@xxxxxxx>
Cc: "Freeciv-Dev" <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: Where can I get that Great Tileset?
From: "Wong TM (Huang Deming)" <lookmeow@xxxxxxxxxxxx>
Date: Wed, 30 Aug 2000 20:37:05 +0800

A isometric tiling article is founded on
http://www.gamedev.net/reference/articles/article837.asp . More comprehensive.

> -----Original Message-----
> From: freeciv@xxxxxxx [mailto:freeciv@xxxxxxx]
> Sent: Wednesday, August 30, 2000 2:47 AM
> To: freeciv-dev@xxxxxxxxxxx
> Subject: [Freeciv-Dev] Where can I get that Great Tileset?
>
>
> > 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)?
>
> > 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?
> * What other things are before this in your job queue currently?
> * When do you estimate that there will be a stable release of Freeciv
> with isometric view (quarters, years, far future)?
>
> 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)\
> > -Thue
>
> -Erik
>




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