[Freeciv-Dev] Re: (PR#9135) Roadstyle 2
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<URL: http://rt.freeciv.org/Ticket/Display.html?id=9135 >
Jason Short wrote:
> John Bauman wrote:
>>This implements roadstyle 2, i.e. a method similar to that used in Civ 3,
>>where there is a graphic for every combination of exiting roads for a tile,
>>and another for every combination of exiting rails. This does require 512
>>new graphics (2 * 2**8), but it does look better than before, with all the
>>extra possibilities. Attached are a patch and two spec files that can be
>>used with (scaled-down) road and rail graphics from Civ 3. This would be a
>>good use for that "fractal tile generator" mentioned not long ago.
Here's a screenshot:
http://rt.freeciv.org/Ticket/Attachment/55436/40512/roads.png
jason
- [Freeciv-Dev] Re: (PR#9135) Roadstyle 2, Jason Short, 2004/06/28
- [Freeciv-Dev] Re: (PR#9135) Roadstyle 2,
Jason Short <=
- [Freeciv-Dev] Re: (PR#9135) Roadstyle 2, John Bauman, 2004/06/28
- [Freeciv-Dev] Re: (PR#9135) Roadstyle 2, Jason Short, 2004/06/28
- [Freeciv-Dev] Re: (PR#9135) Roadstyle 2, John Bauman, 2004/06/28
- [Freeciv-Dev] Re: (PR#9135) Roadstyle 2, Jason Short, 2004/06/28
- [Freeciv-Dev] Re: (PR#9135) Roadstyle 2, Jason Short, 2004/06/28
- [Freeciv-Dev] Re: (PR#9135) Roadstyle 2, John Bauman, 2004/06/29
- [Freeciv-Dev] Re: (PR#9135) Roadstyle 2, Jason Short, 2004/06/29
- [Freeciv-Dev] Re: (PR#9135) Roadstyle 2, John Bauman, 2004/06/29
- [Freeciv-Dev] Re: (PR#9135) Roadstyle 2, Jason Short, 2004/06/29
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