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November 2002: [Freeciv-Dev] Re: civ3 graphics system |
[Freeciv-Dev] Re: civ3 graphics system[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
Hi I have working on it for sometimes and impement part of this. > Most of the terrains are not properly tile-based - they draw the > intersections of > tiles. Yes, but in 128x64 pixels and biger. > For instance, look at the xdgp file. This file contains a 9x9 grid of > graphics. But > none of these graphics corresponds a freeciv "tile" (which > is a map square). Rather, > they contain the 3^4 = 81 different ways that > _d_esert, _g_rassland, and _p_lains can > intersect. Thus each graphic > contains one-quarter of the graphics for four different > adjacent tiles. > Note that this is FAR superior to the 6^4 system I had suggested, > since drawing a tile will take into account all 8 adjacent tiles (not just > the 4 > orthogonal ones). > xtgc = tundra + grassland + coast > xpgc = plains + grassland + coast > xggc = grassland + grassland + coast [1] > xdpc = desert + plains + coast > xdgp = desert + grassland + plains > xdgc = desert + grassland + coast they use it to blent terrains with each other. > [1] Looks like there are two types of grassland. no only one. > Irrigation is drawn on a per-tile basis. Each irrigation file contains a 4x4 > grid of > tile graphics, corresponding to the 2^4=16 possiblilities for > adjacent irrigation. > There are two different irrigation files, for PLAINS and DESETT. I'm not > sure what > PLAINS and DESETT are. theose PLAINS and DESERT versions are specialised ( litle other colors ) to this terrain. > Mountains and hills are drawn on a per-tile basis. 'xhills' contains a 4x4 > grid > containing the 2^4=16 possible hills. 'mountains' does the same for > mountains. > However, the graphic does not fill the entire tile - an adjacent base terrain > must be > drawn "underneath" it to get the right blending. I'm not sure how > the adjacent > terrain should be chosen. I also suspect that mountains and hills are > considered > equivalent for the adjacency check. hills and montains are thee same that our but has other size that standart cell ( 128x64 ). When you want draw them propery you must make some fix in draw code. note: this tiles has biger high but never above 1.5 * STANDART_CELL_HIGH. > Similarly, 'hill forests' contain 16 identical hills (identical to the > original 16, > that is), but instead of being adjacent to an X terrain they are adjacent to > forest. > So there's forest on the slopes of the hill. 'hill jungle' does > the same thing, for > adjacent jungle. I suspect that if a hill is not ENTIRELY surrounded by hill > or > jungle, the basic tile will be used. hill forest is new type and we have 2 varian : Add this type or mixed forrest tile with hill tile; I prefer first becouse we can do beter gfx that mixed effect. I attach patch that implement irrigation/farmland style. ( and make some other clean ) Rafal
tiles.diff
tiles2.diff
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