From SVN arch/trunk/README:
Some coloring/perspective hints/clarifications from David Sundqvist: |
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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. |
The viewpoint used to draw Crossfire perspective is an oblique projection, or, more specifically, a cavalier perspective.
Archive Link / Date | Thread |
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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) |