Two new (Navarian :) ) Building archs
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No no, the humaniod has to be in the same map a few squares away. And there would be a limit, say one humaniod per 2 dragons. you get the idea.
lordyoukai.DA
My wraith is cooler than your dragon.
My wraith is cooler than your dragon.
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You'll get sockpuppetting, I don't think you can avoid it that way.
No, better to make somewhere hostile to all dragons, maybe somewhere else which is hostile to all non-dragons.... (here would be the dragon guild)
Even better, with a few quests that wrap around each, you are encouraging more teamwork (ok everyone will still sock puppet, but that is another issue)
No, better to make somewhere hostile to all dragons, maybe somewhere else which is hostile to all non-dragons.... (here would be the dragon guild)
Even better, with a few quests that wrap around each, you are encouraging more teamwork (ok everyone will still sock puppet, but that is another issue)
Well, there also needs to be more quests that have a mixed group of players. Perhaps an undead, living, <races> zones for use?
lordyoukai.DA
My wraith is cooler than your dragon.
My wraith is cooler than your dragon.
Three more :)
Here are three more I just made (brings the count up to 5).
(These are applied in navar on Cat2, once I make some more navarian buildings I will release the navar maps patch (or if requested by a dev I will release it earlier)).
Navarian City Tower:
https://cat2.dynu.ca/crossfirearch/city ... se.111.png
https:///cat2.dynu.cacrossfirearch/city-tower_navarian.base.211.png
https://cat2.dynu.ca/crossfirearch/city ... varian.arc
Navarian Magic Shop:
https://cat2.dynu.ca/crossfirearch/stor ... se.x11.png
https://cat2.dynu.ca/crossfirearch/stor ... varian.arc
Navarian Guild:
https://cat2.dynu.ca/crossfirearch/guil ... se.x11.png
https://cat2.dynu.ca/crossfirearch/guild_navarian.arc
All the arches can be viewed and downloaded from https://cat2.dynu.ca/crossfirearch
(These are applied in navar on Cat2, once I make some more navarian buildings I will release the navar maps patch (or if requested by a dev I will release it earlier)).
Navarian City Tower:
https://cat2.dynu.ca/crossfirearch/city ... se.111.png
https:///cat2.dynu.cacrossfirearch/city-tower_navarian.base.211.png
https://cat2.dynu.ca/crossfirearch/city ... varian.arc
Navarian Magic Shop:
https://cat2.dynu.ca/crossfirearch/stor ... se.x11.png
https://cat2.dynu.ca/crossfirearch/stor ... varian.arc
Navarian Guild:
https://cat2.dynu.ca/crossfirearch/guil ... se.x11.png
https://cat2.dynu.ca/crossfirearch/guild_navarian.arc
All the arches can be viewed and downloaded from https://cat2.dynu.ca/crossfirearch
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OOh shiny....
Does lead to one thought though, is this the most scalable way to do this? maybe it would be better to use one graphic and define a region colour (this can be done trivially with my patch...) which would replace the alpha channel?
That way all builings would get a consistant look in each town, whilst only needing to be edited once?
Someone who knows png would have to tell me whether it is possible from a file format POV, given a RGB value can the files sent to the client be trivially modified?
Does lead to one thought though, is this the most scalable way to do this? maybe it would be better to use one graphic and define a region colour (this can be done trivially with my patch...) which would replace the alpha channel?
That way all builings would get a consistant look in each town, whilst only needing to be edited once?
Someone who knows png would have to tell me whether it is possible from a file format POV, given a RGB value can the files sent to the client be trivially modified?
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Good point wrt the styles, maybe that could be extended into it as well?
get_region_archetectual_style() to return an architecture for the building (like the way different tilesets are handled at the moment- basically an extension to be tagged onto the face name)
and get_region_colour() to return a colour for a special channel in the images to take? (a string that contains the HTML style colour - or maybe some #DEFINED colour names?)
Obviously this could produce some rather strange looking results, but it would also be extremely flexible, and give different parts of the world profoundly different visual styles.
It would also be neccessary to include an optional 'architecture' field in the arch for the buildings, as well as a 'regional colour' field. then individual buildings could appear in a different style and colour if it suited their story in the game world....
get_region_archetectual_style() to return an architecture for the building (like the way different tilesets are handled at the moment- basically an extension to be tagged onto the face name)
and get_region_colour() to return a colour for a special channel in the images to take? (a string that contains the HTML style colour - or maybe some #DEFINED colour names?)
Obviously this could produce some rather strange looking results, but it would also be extremely flexible, and give different parts of the world profoundly different visual styles.
It would also be neccessary to include an optional 'architecture' field in the arch for the buildings, as well as a 'regional colour' field. then individual buildings could appear in a different style and colour if it suited their story in the game world....
That will be very good for when building buildings comes into effect.
As for the buildings that are allready there (the static map ones), I think these settings should be part of the archtype (color change ) so you can change the look of the buildings to fit whatever style you are making. For region buildings the region file perhaps will keep the settings for what each buildable type of building's arch and color should be and face should also be settable just incase you have an image w/o an arch file... and ofcourse the internal building map template should be set too for each region-building type.
As for the buildings that are allready there (the static map ones), I think these settings should be part of the archtype (color change ) so you can change the look of the buildings to fit whatever style you are making. For region buildings the region file perhaps will keep the settings for what each buildable type of building's arch and color should be and face should also be settable just incase you have an image w/o an arch file... and ofcourse the internal building map template should be set too for each region-building type.
cavesomething wrote:Good point wrt the styles, maybe that could be extended into it as well?
get_region_archetectual_style() to return an architecture for the building (like the way different tilesets are handled at the moment- basically an extension to be tagged onto the face name)
and get_region_colour() to return a colour for a special channel in the images to take? (a string that contains the HTML style colour - or maybe some #DEFINED colour names?)
Obviously this could produce some rather strange looking results, but it would also be extremely flexible, and give different parts of the world profoundly different visual styles.
It would also be neccessary to include an optional 'architecture' field in the arch for the buildings, as well as a 'regional colour' field. then individual buildings could appear in a different style and colour if it suited their story in the game world....