| [Freeciv-Dev] Re: (PR#6902) gen-terrain for blended terrain types[Top] [All Lists][Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
 
| To: | undisclosed-recipients: ; |  
| Subject: | [Freeciv-Dev] Re: (PR#6902) gen-terrain for blended terrain types |  
| From: | "Jason Short" <jdorje@xxxxxxxxxxxxxxxxxxxxx> |  
| Date: | Wed, 19 Nov 2003 10:37:18 -0800 |  
| Reply-to: | rt@xxxxxxxxxxx |  
 
<URL: http://rt.freeciv.org/Ticket/Display.html?id=6902 >
Raimar Falke wrote:
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=6902 >
>>>>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?!
>>
>>Ugh.  Currently non-iso tilesets do manual blending of all terrain 
>>types.
> 
> Another question to confirm: this manual blending was also used in
> Civ3?!
For hills and mountains, yes.  For other terrain types civ3 used a 
completely different drawing system.
jason
 
 
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