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[Freeciv-Dev] Re: (PR#6902) gen-terrain for blended terrain types
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[Freeciv-Dev] Re: (PR#6902) gen-terrain for blended terrain types

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To: jdorje@xxxxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#6902) gen-terrain for blended terrain types
From: "Raimar Falke" <i-freeciv-lists@xxxxxxxxxxxxx>
Date: Wed, 19 Nov 2003 01:43:07 -0800
Reply-to: rt@xxxxxxxxxxx

<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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