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graphics_guide

Overview

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.

Reference

Technical

The viewpoint used to draw Crossfire perspective is an oblique projection, or, more specifically, a cavalier perspective.

To Do

Mailing List

Archive Link / Date Thread
2007-December Arch repository: layered art files?
2007-April Getting more artists
2007-February House sizes
2006-October Graphics, was Re: IRC traffic for Sunday Oct 22
2006-May Modelling monsters, longer animations?
On item perspective and monster size
Partial transparency
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)
graphics_guide.txt · Last modified: 2007/12/15 11:10 (external edit)