I'm starting a new thread on map graphics to pick up where we left off last week in the previous (doomed) thread. We'll try to limit the discussion in this thread to the map graphics, and JohnMcd (or whoever adresses the topic first) can start a new one on unit graphics. Safety in diversity, I say! (Not to mention clarity)
[Edit 3/17/01 by Mark]
The previous thread that Paul mentions is the old Graphics Thread that the BB software ate! A backup copy now graces our web site . It has a lot of good ideas on where we should go for both the map and unit graphics in Clash, although nothing final has been decided on most issues. This current thread will make more sense to you if you at least skim the old Graphics Thread first. If you want to talk about unit graphics, this thread is not the right place. You should go to the Unit Graphics thread.
Let's get these vital graphics specifications discussions going again!
[/Edit]
To refresh everyone, here is my intial proposal for the tiles. I took note of Mark's suggestion for alternative road tiles to add some variety to the map. While that means an additional 32 tiles, they should be relatively easy to draw as compared to some of the others:
File Format: TIFF (may want to change this to GIF89A)
Maximum file size:?
Palette: Civilization II palette with modifications (256 colors?)
Isometric (diamond) tiles (width to height ratio of 2:1), 3 preset scales
(drawn at that specific scale) and ability to allow user-defined scaling:
· 120 pixels (width)
· 80 pixels
· 20 pixels
Tiles should be created so that they overlap slightly when drawn from
right to left, top to bottom.
Tiles will also be layered to provide ability to modify terrain with
improvements (roads, cities, fortifications, etc):
· layer 1 = base terrain layer
· layer 2 = rivers
· layer 3 = improvements 1 (ancient/medieval)
· layer 4 = improvements 2 (modern)
· layer 5 = cities
Current plans estimate 154-168 total tiles.
List of Base Tiles (24+), by climate (multiple tile styles indicated in
parentheses, climate indicated in CAPS)
ARCTIC
Glacier
Snowpack
BOREAL
Tundra
Boreal forest
Bog
TEMPERATE
Forest (3)
Plains
Grasslands
Swamp
Desert
TROPICAL(includes sub-tropical/neo-tropical)
Rainforest (3)
Savanna
Swamp
Desert
UNIFORM(doesn't vary much in appearance between climates)
High Mountains
Low Mountains
Hills, green
Hills, arid
Hills, rocky
Ocean
Coastal (4-10)
*Rivers (?)
*Rivers will be displayed over the base layer, as a separate layer
List of Improvements Layers (88)
ANCIENT
Roads, flat (16)
Roads, hills (16)
Roads, mountains (8)
Irrigation (2)
Mines (2)
Terraces (2)
MODERN
Roads, flat (16)
Roads, hills (16)
Roads, mountains (8)
Irrigation (2)
List of Cities Layer (42)
ANCIENT
Cities (3 styles for each culture)
Fortresses (2)
MEDIEVAL
Cities (3 styles for each culture)
Fortresses (2)
MODERN
Cities (3 styles for each culture)
Fortresses (2)
LIST OF CULTURES FOR CITIES
Occidental
Oriental
Middle Eastern
Neo-American
[This message has been edited by Mark_Everson (edited March 17, 2001).]
[Edit 3/17/01 by Mark]
The previous thread that Paul mentions is the old Graphics Thread that the BB software ate! A backup copy now graces our web site . It has a lot of good ideas on where we should go for both the map and unit graphics in Clash, although nothing final has been decided on most issues. This current thread will make more sense to you if you at least skim the old Graphics Thread first. If you want to talk about unit graphics, this thread is not the right place. You should go to the Unit Graphics thread.
Let's get these vital graphics specifications discussions going again!
[/Edit]
To refresh everyone, here is my intial proposal for the tiles. I took note of Mark's suggestion for alternative road tiles to add some variety to the map. While that means an additional 32 tiles, they should be relatively easy to draw as compared to some of the others:
File Format: TIFF (may want to change this to GIF89A)
Maximum file size:?
Palette: Civilization II palette with modifications (256 colors?)
Isometric (diamond) tiles (width to height ratio of 2:1), 3 preset scales
(drawn at that specific scale) and ability to allow user-defined scaling:
· 120 pixels (width)
· 80 pixels
· 20 pixels
Tiles should be created so that they overlap slightly when drawn from
right to left, top to bottom.
Tiles will also be layered to provide ability to modify terrain with
improvements (roads, cities, fortifications, etc):
· layer 1 = base terrain layer
· layer 2 = rivers
· layer 3 = improvements 1 (ancient/medieval)
· layer 4 = improvements 2 (modern)
· layer 5 = cities
Current plans estimate 154-168 total tiles.
List of Base Tiles (24+), by climate (multiple tile styles indicated in
parentheses, climate indicated in CAPS)
ARCTIC
Glacier
Snowpack
BOREAL
Tundra
Boreal forest
Bog
TEMPERATE
Forest (3)
Plains
Grasslands
Swamp
Desert
TROPICAL(includes sub-tropical/neo-tropical)
Rainforest (3)
Savanna
Swamp
Desert
UNIFORM(doesn't vary much in appearance between climates)
High Mountains
Low Mountains
Hills, green
Hills, arid
Hills, rocky
Ocean
Coastal (4-10)
*Rivers (?)
*Rivers will be displayed over the base layer, as a separate layer
List of Improvements Layers (88)
ANCIENT
Roads, flat (16)
Roads, hills (16)
Roads, mountains (8)
Irrigation (2)
Mines (2)
Terraces (2)
MODERN
Roads, flat (16)
Roads, hills (16)
Roads, mountains (8)
Irrigation (2)
List of Cities Layer (42)
ANCIENT
Cities (3 styles for each culture)
Fortresses (2)
MEDIEVAL
Cities (3 styles for each culture)
Fortresses (2)
MODERN
Cities (3 styles for each culture)
Fortresses (2)
LIST OF CULTURES FOR CITIES
Occidental
Oriental
Middle Eastern
Neo-American
[This message has been edited by Mark_Everson (edited March 17, 2001).]
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