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