Re: [Warzone-dev] Patch: Nicer water
On Tue, 20 Feb 2007 08:55:16 +0100, "Per Inge Mathisen" <[EMAIL PROTECTED]> wrote: > On 2/20/07, Dennis Schridde <[EMAIL PROTECTED]> wrote: >>> By the way, why aren't grims textures in svn? I might want to improve >>> on some textures too, and it would nice to be able to continue from >>> his work. >> >> They were in SVN long time (about a year) ago. (They had replaced the >> current textures.) He said several people objected against them and >> requested them to be taken out again. Since then we only ship them >> seperately. He also did replacements for the C2 tileset, the textures >> still exist. But he said he was not finished and rejected a request to >> allow providing them to 3rd persons. (They look good anyway...) > > I took them out again because of 1) tileset problems that were > unrelated to Grim's work and that we later fixed, and 2) one of the > tilesets looked very different from all the others. And maybe there > was an issue with water blending. I do not recall exactly. Anyway, we > could put them back in, if that is desired. And how about his permission/licensing issues? Because as long as it isn't properly licensed we will only get problems with distributing derivative works. (I'm not sure how Grim licensed it, so please fill me in here.) -- Giel ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] Patch: Nicer water
On 2/20/07, Dennis Schridde <[EMAIL PROTECTED]> wrote: > By the way, why aren't grims textures in svn? I might want to improve on > some textures too, and it would nice to be able to continue from his work. They were in SVN long time (about a year) ago. (They had replaced the current textures.) He said several people objected against them and requested them to be taken out again. Since then we only ship them seperately. He also did replacements for the C2 tileset, the textures still exist. But he said he was not finished and rejected a request to allow providing them to 3rd persons. (They look good anyway...) I took them out again because of 1) tileset problems that were unrelated to Grim's work and that we later fixed, and 2) one of the tilesets looked very different from all the others. And maybe there was an issue with water blending. I do not recall exactly. Anyway, we could put them back in, if that is desired. - Per ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] Patch: Nicer water
Am Montag, 19. Februar 2007 schrieb Gerard Krol: > Dennis Schridde wrote: > > Am Samstag, 17. Februar 2007 schrieb Gerard Krol: > >> By tweaking 2 lines the water really improves a lot! > >> 4p-Sk-FishNets is a good map to test. > >> > >> - Gerard > > > > I applied it in my local copy... > > Nice in general, but the alpha change should be done to the texture and > > not in the code, IMO... Eg. Grim's textures have a good alpha setting for > > water, which makes them look ugly with these changes... > > I agree that doing the alpha in the textures is better, much more > flexibility that way. > Maybe you could only apply the second change? That improves the > riverbeds alot in my opinion. The alpha in the texture pages can then > come some later time. > > By the way, why aren't grims textures in svn? I might want to improve on > some textures too, and it would nice to be able to continue from his work. They were in SVN long time (about a year) ago. (They had replaced the current textures.) He said several people objected against them and requested them to be taken out again. Since then we only ship them seperately. He also did replacements for the C2 tileset, the textures still exist. But he said he was not finished and rejected a request to allow providing them to 3rd persons. (They look good anyway...) I guess someone has to talk to him, whether we can include those textures into SVN again. I didn't "see" him since an extremely long time, though... --Dennis PS: http://download.gna.org/warzone/development/grim.wz pgp69AoIbODRQ.pgp Description: PGP signature ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] Patch: Nicer water
Gerard Krol schreef: > Dennis Schridde wrote: >> Am Samstag, 17. Februar 2007 schrieb Gerard Krol: >> >>> By tweaking 2 lines the water really improves a lot! >>> 4p-Sk-FishNets is a good map to test. >>> >> >> I applied it in my local copy... >> Nice in general, but the alpha change should be done to the texture >> and not in the code, IMO... Eg. Grim's textures have a good alpha >> setting for water, which makes them look ugly with these changes... >> > I agree that doing the alpha in the textures is better, much more > flexibility that way. > Maybe you could only apply the second change? That improves the > riverbeds alot in my opinion. The alpha in the texture pages can then > come some later time. > > By the way, why aren't grims textures in svn? I might want to improve > on some textures too, and it would nice to be able to continue from > his work. Grim's textures aren't in SVN because he didn't license those textures with a free license (e.g. creative commons, one of the GNU range, etc.). That's at least what I think is the case. -- Giel signature.asc Description: OpenPGP digital signature ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] Patch: Nicer water
Dennis Schridde wrote: Am Samstag, 17. Februar 2007 schrieb Gerard Krol: By tweaking 2 lines the water really improves a lot! 4p-Sk-FishNets is a good map to test. - Gerard I applied it in my local copy... Nice in general, but the alpha change should be done to the texture and not in the code, IMO... Eg. Grim's textures have a good alpha setting for water, which makes them look ugly with these changes... I agree that doing the alpha in the textures is better, much more flexibility that way. Maybe you could only apply the second change? That improves the riverbeds alot in my opinion. The alpha in the texture pages can then come some later time. By the way, why aren't grims textures in svn? I might want to improve on some textures too, and it would nice to be able to continue from his work. - Gerard ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] Patch: Nicer water
Am Samstag, 17. Februar 2007 schrieb Gerard Krol: > By tweaking 2 lines the water really improves a lot! > 4p-Sk-FishNets is a good map to test. > > - Gerard I applied it in my local copy... Nice in general, but the alpha change should be done to the texture and not in the code, IMO... Eg. Grim's textures have a good alpha setting for water, which makes them look ugly with these changes... --Dennis pgpOgI2eHrH0B.pgp Description: PGP signature ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] Patch: Nicer water
By tweaking 2 lines the water really improves a lot! 4p-Sk-FishNets is a good map to test. - Gerard Index: src/display3d.c === --- src/display3d.c (revision 774) +++ src/display3d.c (working copy) @@ -120,10 +120,10 @@ #define WATER_TILE 17 // ID of water tile. #define BED_TILE 5// ID of river bed tile. -#define WATER_ALPHA_LEVEL 255 //was 164 // Amount to alpha blend water. +#define WATER_ALPHA_LEVEL 164 // Amount to alpha blend water. #define WATER_ZOFFSET 32 // Sorting offset for main water tile. #define WATER_EDGE_ZOFFSET 64 // Sorting offset for water edge tiles. -#define WATER_DEPTH 127 // Amount to push terrain below water. +#define WATER_DEPTH 60 // Amount to push terrain below water. / Prototypes / // TODO: Declare as many static as possible. @@ -891,7 +891,7 @@ { // Push the terrain down for the river bed. PushedDown = TRUE; - shiftVal = WATER_DEPTH + ((3*environGetData(playerXTile+j,playerZTile+i))/2); + shiftVal = WATER_DEPTH + ((environGetData(playerXTile+j,playerZTile+i))/4); altVal = 0;//environGetValue(playerXTile+j,playerZTile+i); tileScreenInfo[i][j].y -= (shiftVal+altVal); // And darken it. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev