On Sun, May 10, 2009 at 2:21 PM, Florian Schanda <flor...@elysiumlarp.org.uk> wrote: > On Sunday 10 May 2009 13:18:01 Per Inge Mathisen wrote: >> Trying some more, I came up with >> >> + case TER_CLIFFFACE: >> + p[0] = 255 - col; >> + p[1] = 255 - col; >> + p[2] = 255 - col; >> >> which looks like http://imagebin.ca/view/HfxvMy7.html > > I still think we should give it some primary colour to make cliffs stand out. > For example the above won't show cliffs on terrain which is 128 high. > > Red seemed the obvious choice -- not only does it have an association of "you > can't pass" its also the only other colour not really used on the preview -- > green being structures and blue being water / and the GUI. And yellow > wouldn't stand out enough v.s. the white I think.
A compromise would be http://imagebin.ca/view/N2Zb9d.html which uses a combination of both. But the little egypt map shows a problem with my approach as Christian points out. Also, there is little point in giving water a different blue colour depending on the height. I would rather find a nice blue colour, put it in lib/ivis_opengl/piepalette.c and use it for water. > case TER_CLIFFFACE: > p[0] = 0x80 + (col / 2); > p[1] = 0x40 - (col / 4); > p[2] = 0x40 - (col / 4); > break; Looks good on little egypt, but way too crisp red on other, more normal maps. - Per _______________________________________________ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev