<URL: http://bugs.freeciv.org/Ticket/Display.html?id=34265 >
Daniel has attached terrain2.png with Eleazar's Deep Ocean gfx to this ticket. Attached patch contains related .tilespec and .spec changes. Gfx and this patch should go in for those who want to use Deep Ocean rulesets, but ruleset change should not. I don't think we can add Deep Ocean to default ruleset when it has this big problems with our default tileset (amplio). Poles look terrible. - ML
diff -Nurd -X.diff_ignore freeciv/data/amplio/terrain2.spec freeciv/data/amplio/terrain2.spec --- freeciv/data/amplio/terrain2.spec 2007-01-23 12:20:34.000000000 +0200 +++ freeciv/data/amplio/terrain2.spec 2007-01-23 13:53:08.000000000 +0200 @@ -11,6 +11,7 @@ Tim F. Smith <[EMAIL PROTECTED]> Yautja Daniel Speyer + Eleazar " [file] @@ -179,40 +180,40 @@ 2, 13, "t.ocean_cell_r011" 2, 15, "t.ocean_cell_r111" -; Deep Ocean fallback to same tiles as Ocean. - 0, 0, "t.deep_cell_u000" - 0, 2, "t.deep_cell_u100" - 0, 4, "t.deep_cell_u010" - 0, 6, "t.deep_cell_u110" - 0, 8, "t.deep_cell_u001" - 0, 10, "t.deep_cell_u101" - 0, 12, "t.deep_cell_u011" - 0, 14, "t.deep_cell_u111" +; Deep Ocean sprites. + 3, 0, "t.deep_cell_u000" + 3, 2, "t.deep_cell_u100" + 3, 4, "t.deep_cell_u010" + 3, 6, "t.deep_cell_u110" + 3, 8, "t.deep_cell_u001" + 3, 10, "t.deep_cell_u101" + 3, 12, "t.deep_cell_u011" + 3, 14, "t.deep_cell_u111" - 1, 0, "t.deep_cell_d000" - 1, 2, "t.deep_cell_d100" - 1, 4, "t.deep_cell_d010" - 1, 6, "t.deep_cell_d110" - 1, 8, "t.deep_cell_d001" - 1, 10, "t.deep_cell_d101" - 1, 12, "t.deep_cell_d011" - 1, 14, "t.deep_cell_d111" + 4, 0, "t.deep_cell_d000" + 4, 2, "t.deep_cell_d100" + 4, 4, "t.deep_cell_d010" + 4, 6, "t.deep_cell_d110" + 4, 8, "t.deep_cell_d001" + 4, 10, "t.deep_cell_d101" + 4, 12, "t.deep_cell_d011" + 4, 14, "t.deep_cell_d111" - 2, 0, "t.deep_cell_l000" - 2, 2, "t.deep_cell_l100" - 2, 4, "t.deep_cell_l010" - 2, 6, "t.deep_cell_l110" - 2, 8, "t.deep_cell_l001" - 2, 10, "t.deep_cell_l101" - 2, 12, "t.deep_cell_l011" - 2, 14, "t.deep_cell_l111" + 5, 0, "t.deep_cell_l000" + 5, 2, "t.deep_cell_l100" + 5, 4, "t.deep_cell_l010" + 5, 6, "t.deep_cell_l110" + 5, 8, "t.deep_cell_l001" + 5, 10, "t.deep_cell_l101" + 5, 12, "t.deep_cell_l011" + 5, 14, "t.deep_cell_l111" - 2, 1, "t.deep_cell_r000" - 2, 3, "t.deep_cell_r100" - 2, 5, "t.deep_cell_r010" - 2, 7, "t.deep_cell_r110" - 2, 9, "t.deep_cell_r001" - 2, 11, "t.deep_cell_r101" - 2, 13, "t.deep_cell_r011" - 2, 15, "t.deep_cell_r111" + 5, 1, "t.deep_cell_r000" + 5, 3, "t.deep_cell_r100" + 5, 5, "t.deep_cell_r010" + 5, 7, "t.deep_cell_r110" + 5, 9, "t.deep_cell_r001" + 5, 11, "t.deep_cell_r101" + 5, 13, "t.deep_cell_r011" + 5, 15, "t.deep_cell_r111" } diff -Nurd -X.diff_ignore freeciv/data/amplio.tilespec freeciv/data/amplio.tilespec --- freeciv/data/amplio.tilespec 2007-01-23 12:20:34.000000000 +0200 +++ freeciv/data/amplio.tilespec 2007-01-23 14:02:28.000000000 +0200 @@ -96,7 +96,7 @@ [layer1] match_style = "BOOL" -match_types = "forest", "hills", "mountains" +match_types = "forest", "hills", "mountains", "deep" [terrain_arctic] is_blended = 1 @@ -150,12 +150,30 @@ layer0_match_type = "ocean" layer0_cell_type = "rect" +; Deep Ocean is currently quite a hack: +; - Blending is disabled so there will be no blending +; between Ocean and Deep Ocean. Ocean blending tile +; is of land colour and we don't want that to appear +; in the middle of the ocean. +; - Deep Ocean is in two layers. Layer0 is setup just +; for match_type = "ocean". Ocean will match this +; and will not draw coast sprites between Ocean and +; Deep Ocean. Layer1 is for actual Deep Ocean drawing. +; Ocean will not match this, so Deep Ocean to Ocean +; sprites will be drawn. +; +; Problems: +; - There is no blending between Deep Ocean and land tiles +; - There is no coast drawn beteen Deep Ocean and land tiles [terrain_deep] is_blended = 0 -num_layers = 1 +num_layers = 2 layer0_match_style = "bool" layer0_match_type = "ocean" layer0_cell_type = "rect" +layer1_match_style = "bool" +layer1_match_type = "deep" +layer1_cell_type = "rect" [terrain_plains] is_blended = 1
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