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This is a generic README file for the arch directory. |
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You should also read the CHANGES for and Naming.doc file. |
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|
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The color bitmap files use the XPM library (called xpm-3.4f on |
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most ftp sites. A later version may be out now.) |
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|
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This library is needed in order to compile crossfire with the color |
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pixmap support. |
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The pixmap files have the same name as the bitmap file with ".xpm" |
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concatenated to the end. If your system has short filename length |
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limits, this may cause a problem. |
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|
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I use 'pixmap' to edit the xpm files. This should be available the |
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same place the xpm library can be found. It does require the xpm |
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library. |
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|
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All of the XPM files have been colored. However, only a small number |
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have actually been done so properly - that is, by hand, and with the |
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proper outlines. Many people are working on fixing more of these up. |
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|
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If you do start to work on colorizing the other directories, please |
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let me know. Otherwise, you may start working on something that someone |
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else has already done. |
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|
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The file xpm.template in the dev directory is a XPM file that has all of |
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the colors that are allowable for XPM files. This is to limit the total |
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number of colors used, in order not of overrun color spaces on systems. |
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If you really need a color not in that file, please send mail to Mark |
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Wedel (mwedel@pyramid.com), and it might be added to the list of |
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acceptable colors. |
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|
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For a list of colors to use, look at the dev/xpm.template file. |
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|
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|
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Mark Wedel |
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mwedel@pyramid.com |
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---- |
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Some coloring/perspective hints/clarifications from David Sundqvist: |
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|
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Perspective in Crossfire is based on the XY coordinate system of possible |
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player movements, with a slight tilting of the graphics to allow for |
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greater detail and more interesting graphics, since walls have to be in |
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that perspective to allow joining. X and Y in graphics should correspond |
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to X and Y in the object. Z in the object is represented with 2 Y/X. |
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Keeping perspective consistency is mainly important in fixed objects |
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like buildings, walls and other background. |
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|
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Light should generally come from the right side, so the left side of |
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buildings should be darker or shaded, as needed. |
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|
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Wind is generally coming from the left side, so smoke or other things |
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affected by wind should be travelling towards the right side. |