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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