[Freeciv-Dev] Re: (PR#6902) gen-terrain for blended terrain types
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<URL: http://rt.freeciv.org/Ticket/Display.html?id=6902 >
On Tue, Nov 18, 2003 at 06:14:54PM -0800, Jason Short wrote:
> Now this first question is, does this data - information used to
> draw the tiles - even need to go in the ruleset at all? Is it
> possible for the client to figure out which terrain types need
> blending all on its own? Although it may be, I haven't thought of
> such a way yet.
I don't know why you would want to put this information in the ruleset
at all. It should go into the tileset-spec. See it this way: with the
blend-type you specify how many sprites of a certain type (forrest for
example) you expect and what these sprites are.
> Of course this solution is short-sighted. I think a better one is to
> add a new terrain value blend_type (an integer). For forests we have
> blend_type==1, for mountains and hills blend_type==1 and for all other
> terrain blend_type==0. If blend_type!=0, the tilespec code will blend
> the terrain. Different terrains with the same blend type will only be
> blended if the correct tileset option is set. This allows a lot more
> flexibility for the rulesets, and also cuts down on the amount of code
> needed by eliminating special cases.
Do the better one. Just to confirm: this will only matter for
iso-tilesets?!
Raimar
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- [Freeciv-Dev] Re: (PR#6902) gen-terrain for blended terrain types,
Raimar Falke <=
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