I've been browsing the wiki and docs because I'd like to get back
into doing some game graphics.
Some of it looks a little out-of-date (I suppose updating and
extending the documentation might be a good place for me to start)
and since I've been mostly out of the loop for the past ...umm...
years (sorry!) I have a few questions:
- Transparency and Translucency.
The docs (http://adonthell.berlios.de/doc/index.php/
Graphics:Conventions) begin by describing our old way of doing
things: PNM gfx with magenta pixels that get rendered transparent by
the engine and the additional option of setting a translucency (aka
alpha) level for the whole image. However the top of the page says
that images must be RGB or RGBA PNG (not PNM) images. Surely if we
can have RGBA PNGs we have per-pixel alpha support so the old way of
doing stuff is completely redundant. Is this assumption correct?
IIRC we were moving away from the tile-based engine and graphics
could be any size we wanted. Is this the case? Are there any
restrictions artists need to know about? (I mean engine restrictions
here, not conventions like "doors in Adonthell must be at least X x Y
- Map objects
I vaguely remember map objects could be composed of several PNG files
and could have animated parts too. Is this correct or am I
dreaming? :-P Any info detail on how these things work now would be
- The new pseudo-3D stuff
As far as I can tell from the 0.4 demo with NG, we now have the basic
3D world with 2D graphics thing working. This raises lots of
- How do the 3D models of map objects work and how detailed are
they? Are they basically cubes that define the bounding box of the
object or something else?
- When designing a map can objects intersect? Could I take a house
and build it into the slope of a hill for example?
- Again any details would be useful.
Has there been any discussion and/or work on tools to create map
objects, maps, etc.? I know developing these kind of things is
tedious (since it usually involves GUI programming) and sort of
distracts from work on the actual game engine however Dun Barethsol
is quite an ambitious project in terms of the amount of graphics and
maps it will need so having a robust and (reasonably) easy-to-use
tool chain will really help in the long run.
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