[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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"Jason Short" <jdorje@xxxxxxxxxxxxxxxxxxxxx> |
Date: |
Wed, 19 Nov 2003 10:37:18 -0800 |
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<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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