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Posted: Sun Mar 01, 2015 3:01 pm
by bC
Hello Ryo,

sounds good to me :D

Here is a shot of the set (grey, mossy, blue, red, quite the rpg cliché), antialiased and with transparent windows ;)

One of the animations is done as well, and alternate wall tiles to get some variety in. Haven't found the other animation, though.

Doors come with the next batch (to have them in one tile, I needed to make them a little bit off with the perspective, but this shouldn't be to noticable, they need to be redone, though).

Image

Grab it here:

http://von-xanten.net/crossfire/stwall-set.tgz

Regards,
Daniel

Posted: Mon Mar 02, 2015 7:27 pm
by Ryo
Really nice pictures, thanks a lot!


One nitpick, though: the secret walls, when closed, should really look exactly like regular walls (after all, it's a *secret* wall, you don't want people to see it!), and on your pic there is an outline when closed :)


Apart that, they're fine by me :)


Is the GPL ok with you for the license?

And who should we give credit to, what name?


Again, thanks a lot!


Nicolas

Posted: Mon Mar 02, 2015 8:55 pm
by bC
Sorry, forgot that, GPL is fine of course ;)
You can credit Daniel Würl <dwuerl@von-xanten.net>.

Making the secret walls secret.
On the list ;)

Posted: Sat Mar 07, 2015 12:19 pm
by bC
So,

here are the new, more 'secret' doors:

http://von-xanten.net/crossfire/wallsec.tgz

By the way, are 'bogus-sized' tiles possible?
When I draw a door for example, to have it working correctly it needs to be like this:

Image

This of course means we will need a 32x64 tile.
Especially having the door-swing animation on my mind I wouldn't like to squeeze the door into 32x32 px, since this would just look strange.

Best Regards,
Daniel

Posted: Sun Mar 08, 2015 11:45 am
by Ryo
Hello.


Many thanks for the great pictures! :)

I committed them to SVN, they should appear in invidious at some point in the future (though the red/blue/mossy walls aren't yet used in maps, so they won't be visible of course :))


About doors, it isn't possible right now, but I'll fix the code so it's ok. Just make the pics, I'll take care of gory details :D


Again, thanks.



Nicolas

Posted: Sun Mar 08, 2015 12:39 pm
by Ryo
Code should now support multi-tile doors, so you can do a 32x64 door :D



Nicolas

Posted: Thu Dec 10, 2015 3:14 pm
by bC
Hello again,

as I said, real life has a tendency to shake things up, but I'm still at it.

Here are... doors. Many, many doors.

Image

The doors have 4 frames of animation, which can be simply played backwards to have horizontal doors.

To do this, vertical doors need to occupy 2 tiles, when drawn correctly using the perspective. I could do them 32x32px, but It would look wrong, and take some time.

To fit the doors neatless, one needs to place another tile above it. We can avoid this by cutting a part of the door to make the tile beneath show through, this would of course make seperate horizontal and vertical door images necessary, but for the time being I assume the maps need to be reworked to look good using the new tiles either way, so...

Vertical doors are a bit more complicated, for they obscure 2 tiles, and therefore I made fitting doorframes for all kinds of wall. Again, it needs to be taken into account while mapping, but looks simply good ;D

Here is a look over the whole set:

Image

It can be downloaded here in form of an xcf file (gimp):

http://von-xanten.net/crossfire/doors_deploy.xcf

Best Regards,
Daniel

transperancy

Posted: Sun Dec 13, 2015 12:26 am
by mwedel
I'm not sure if it is still the case, but at one time the ability of the GTK client in pixmap mode to handle partial transparency was lacking (I think this may have been more with the GTK library).

So as far as it was concerned, a pixel was either entire opaque or entire transparent.

In the case of windows, this probably isn't a problem - you'd probably want to set them 80-90% transparent, in which case (if still a limitation), the gtk would just treat them as 100% transparent. So the illusion of looking through glass would be gone, but I don't would really affect things in any bigger way.

IIRC, the opengl & SDL modes didn't have this issue, and would deal with partial transparencies properly.

Re: transperancy

Posted: Mon Dec 21, 2015 6:20 pm
by Ryo
mwedel wrote:I'm not sure if it is still the case, but at one time the ability of the GTK client in pixmap mode to handle partial transparency was lacking (I think this may have been more with the GTK library).

A quick test seems to indicate all is ok. Besides, if it doesn't work, then it should be fixed :)

Posted: Mon Dec 21, 2015 6:22 pm
by Ryo
bC wrote:Hello again,

as I said, real life has a tendency to shake things up, but I'm still at it.

Here are... doors. Many, many doors.


Thanks for the many, many doors! :D


Would it be possible to have them in split files? Would be easier to make archetypes of them :)


Thanks again.