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.
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