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

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