From SVN arch/trunk/README:
|Some coloring/perspective hints/clarifications from David Sundqvist:|
| Perspective in Crossfire is based on the XY coordinate system of possible player movements, with a slight tilting of the graphics to allow for greater detail and more interesting graphics, since walls have to be in that perspective to allow joining. X and Y in graphics should correspond to X and Y in the object. Z in the object is represented with 2 Y/X.
Keeping perspective consistency is mainly important in fixed objects like buildings, walls and other background.
|Light should generally come from the right side, so the left side of buildings should be darker or shaded, as needed.|
|Wind is generally coming from the left side, so smoke or other things affected by wind should be traveling towards the right side.|
|Archive Link / Date||Thread|
|2007-December||Arch repository: layered art files?|
|2007-April||Getting more artists|
|2006-October||Graphics, was Re: IRC traffic for Sunday Oct 22|
|2006-May|| Modelling monsters, longer animations?
On item perspective and monster size
|2006-March||Indexed PNGS, was Re: Protocol & compression.|
|2006-January||Does crossfire now support partial tranparancy of PNG?|
|2005-December||burned or charred objects (was: More server speed reducing the objects number)|