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Re: [Bontz-team] ground tiles, sign


From: Chuck Rickard
Subject: Re: [Bontz-team] ground tiles, sign
Date: 11 Jul 2003 13:53:14 -0500

i just had a chance to look at your new grass and path tiles...i think
they look good!

i am thinking about a format to store our maps right now...also i need
to make a real graphics engine.
we are going to need between 5 and 6 layers i think
for the real engine.



On Wed, 2003-07-09 at 12:27, Owen Swerkstrom wrote:
> I've redone all the ground tiles, this time not by
> hand in gimp but first as 3d models in blender (dirt
> and grass are weird sorts of things to build in 3d)
> and did some touch-up stuff with gimp and imagemagick
> later.  I also made the naminng conventions for the
> path stuff more consistant, so do another pruning
> update.
> 
> The new dirt looks better against the water than the
> old stuff did, though I'm still using a similar
> fade-out technique for the water.  My reasoning is
> thus: having animated water and a static shoreline
> would look quite wrong, but manually having the
> shoreline shrink/expand/whatever in all those
> directions is not only cumbersome, but would tax the
> engine to animate another layer, plus it may not seem
> to "match" the water's actual movement, especially if
> we got crazy later and did some
> scrolling-the-water-layer river sort of effects.  This
> way, it sort of looks like there's a gradual slope
> going down into the water (which is apparently quite
> soupy and opaque after a few feet in Bontz world :^)
> plus the animated ripples will show through, less and
> less as they approach dry land.  I think, as you say,
> it will look better animated than it does static.
> 
> I've included a couple more html table thingies
> showing how stuff matches up.  'tis damn handy to make
> quick mock-up maps this way.  the usual disclaimer
> about not having been tested in anything but mozilla
> applies, yatta yatta.
> 
> Oh yeah, and you'll notice I stuck a sign in there. 
> Not that you'll be able to read it in the minigame,
> but I thought signs would be handy things to have in
> the game, for town names and directions and whatever. 
> Just decorative now, normally they'd invoke a text box
> containing whatever's written on it.  oh, and just so
> you don't...  it says "if you can read this, you have
> too much time on your hands".  After being in my
> mouse-writing (sort of handwriting, but even sloppier
> through a mouse) and scaled down so much, I doubt you
> can even tell that, but it's there for whatever sick
> bastard goes through the trouble.
> 
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> ______________________________________________________________________
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