mail[Wesnoth-commits] r44436 - in /trunk/data/core: images/terrain/water/reef.png images/terrain/water/reef3.png terrain-graphics.cfg


Others Months | Index by Date | Thread Index
>>   [Date Prev] [Date Next] [Thread Prev] [Thread Next]

Header


Content

Posted by me on July 20, 2010 - 19:47:
Author: eleazar
Date: Tue Jul 20 19:47:02 2010
New Revision: 44436

URL: http://svn.gna.org/viewcvs/wesnoth?rev=44436&view=rev
Log:
convert reef to an overlay.  This needs better graphics.

Modified:
    trunk/data/core/images/terrain/water/reef.png
    trunk/data/core/images/terrain/water/reef3.png
    trunk/data/core/terrain-graphics.cfg

Modified: trunk/data/core/images/terrain/water/reef.png
URL: 
http://svn.gna.org/viewcvs/wesnoth/trunk/data/core/images/terrain/water/reef.png?rev=44436&r1=44435&r2=44436&view=diff
==============================================================================
Binary files - no diff available.

Modified: trunk/data/core/images/terrain/water/reef3.png
URL: 
http://svn.gna.org/viewcvs/wesnoth/trunk/data/core/images/terrain/water/reef3.png?rev=44436&r1=44435&r2=44436&view=diff
==============================================================================
Binary files - no diff available.

Modified: trunk/data/core/terrain-graphics.cfg
URL: 
http://svn.gna.org/viewcvs/wesnoth/trunk/data/core/terrain-graphics.cfg?rev=44436&r1=44435&r2=44436&view=diff
==============================================================================
--- trunk/data/core/terrain-graphics.cfg (original)
+++ trunk/data/core/terrain-graphics.cfg Tue Jul 20 19:47:02 2010
@@ -16,40 +16,28 @@
 # NOTE the terrain _off^_usr gets its definition from the code since it's
 # themable
 
- # TRACK LAYOUT MUST STAY ON TOP
- # they set flags that will be used by other macros later.
- # they don't set any image by themselves.
- {LAYOUT_TRACKS_F               *^Bw\ *^Bw| *^Bw/  overlay}     
- {LAYOUT_TRACKS_F               *^Br\ *^Br| *^Br/  overlay}     
- {LAYOUT_TRACKS_STRAIGHT_F      *^Bsb\ *^Bsb| *^Bsb/  overlay}          
-
- {TRACK_TEST_FLAG      (*^Br\,*^Br|,*^Br/)  overlay-connect}    
-
-
- # basic images for the bridge
- {TRACK_COMPLETE      *^Bw\ *^Bw| *^Bw/  overlay bridge/wood}   
+
+ # Bridges must be on top because they set some flags depending on their 
orientation that might be used by other macros later
+ {TRACK               *^Bw\ *^Bw| *^Bw/                   bridge/wood}
  # add transition bridges<->bridges wherever images are missing         
- {TRACK_BORDER_RESTRICTED_PLF (*Bw|,*^Bw/,*^Bw\) (*^Bw|,*^Bw/,*^Bw/) 100 -80 
overlay bridge/wood-end}   
+ {TRACK_BORDER_RESTRICTED_RANDOM (*Bw|,*^Bw/,*^Bw\) (*^Bw|,*^Bw/,*^Bw/) 
bridge/wood-end}        
  # add dock-style ends to bridges ending in water       
- {TRACK_BORDER_RESTRICTED_PLF (*^Bw|,*^Bw/,*^Bw\) (W*^,Ss^,Ai^) 100 -80 
overlay bridge/wood-dock}       
+ {TRACK_BORDER_RESTRICTED_RANDOM (*^Bw|,*^Bw/,*^Bw\) (W*^,Ss^,Ai^) 
bridge/wood-dock}    
  # add ramps where straight bridges end on land         
- {TRACK_BORDER_RESTRICTED_PLF (*^Bw|,*^Bw/,*^Bw\) (!,C*,K*,*^F*) 100 -80 
overlay bridge/wood-end}       
+ {TRACK_BORDER_RESTRICTED_RANDOM (*^Bw|,*^Bw/,*^Bw\) (!,C*,K*,*^F*) 
bridge/wood-end}    
         
  # Mine rail tracks
- {TRACK_COMPLETE              *^Br\ *^Br| *^Br/  overlay misc/rails}    
+ {TRACK              *^Br\ *^Br| *^Br/  misc/rails}     
  # add transition rail<->rail wherever images are missing       
- {TRACK_BORDER_RESTRICTED_PLF (*^Br/,*^Br\) *^Br| 100 -80 overlay 
misc/rails-switch-ns}         
- {TRACK_BORDER_RESTRICTED_PLF (*^Br|,*^Br/) *^Br\ 100 -80 overlay 
misc/rails-switch-nwse}       
- {TRACK_BORDER_RESTRICTED_PLF (*^Br|,*^Br\) *^Br/ 100 -80 overlay 
misc/rails-switch-nesw}       
+ {TRACK_BORDER_RESTRICTED_RANDOM (*^Br/,*^Br\) *^Br| misc/rails-switch-ns}   
   
+ {TRACK_BORDER_RESTRICTED_RANDOM (*^Br|,*^Br/) *^Br\ misc/rails-switch-nwse} 
   
+ {TRACK_BORDER_RESTRICTED_RANDOM (*^Br|,*^Br\) *^Br/ misc/rails-switch-nesw} 
   
  #add transitions at rail end   
- {TRACK_BORDER_RESTRICTED_PLF (*^Br|,*^Br/,*^Br\) * 100 -80 overlay 
misc/rails-end}     
-
- {TRACK_RESTRICTED_PLFB  (*^Bsb|,*^Bsb/,*^Bsb\) * * W* 100 -80 overlay 
IMAGE_SINGLE bridge/stonebridge-dock}
- {TRACK_RESTRICTED_PLFB  (*^Bsb|,*^Bsb/,*^Bsb\) * * (C*,K*,*^F*) 100 -80 
overlay IMAGE_SINGLE bridge/stonebridge-small}
- {TRACK_SINGLE_PLFB  (*^Bsb|,*^Bsb/,*^Bsb\) (C*,K*,*^F*) * (C*,K*,*^F*) 100 
-80 overlay IMAGE_SINGLE bridge/stonebridge-small-both}
- {TRACK_SINGLE_PLFB  (*^Bsb|,*^Bsb/,*^Bsb\) (C*,K*,*^F*) * * 100 -80 overlay 
IMAGE_SINGLE bridge/stonebridge-small-single}
- {TRACK_COMPLETE      *^Bsb\ *^Bsb| *^Bsb/  overlay bridge/stonebridge}      
   
- #{TRACK_TEST_FLAG (*^Bsb|,*^Bsb/,*^Bsb\) overlay-connected}
+ {TRACK_BORDER_RESTRICTED_RANDOM (*^Br|,*^Br/,*^Br\) * misc/rails-end}       
   
+
+ #{TRACK              *^Bsb\ *^Bsb| *^Bsb/  test/test}          
+ {TRACK              *^Bsb\ *^Bsb| *^Bsb/  bridge/stonebridge}          
+ {TRACK_BORDER_RESTRICTED_RANDOM (*^Bsb|,*^Bsb/,*^Bsb\) (!,C*,K*,S*,W*,M*) 
bridge/stonebridge-end}
 
 
 # Forests
@@ -307,7 +295,7 @@
 {TERRAIN_BASE_RANDOM     Urb                                                 
      cave/flagstones-dark}
 {TERRAIN_BASE_RANDOM     Uh                                                  
      cave/hills-variation}
 
-{TERRAIN_BASE_RANDOM     Xu                                                  
      cave/wall-rough}
+{TERRAIN_BASE            Xu                                                  
      cave/wall-rough}
 
 {TERRAIN_BASE            Qxu                                                 
      unwalkable/chasm}
 {TERRAIN_BASE_RANDOM     Qxua                                                
      unwalkable/abyss}
@@ -355,18 +343,19 @@
 # Water base terrains
 
 {OVERLAY_RANDOM_L        Wwf                                         -519    
      water/ford}
+{OVERLAY_L               Wwr                                         -519    
      water/reef}
 
 #ANIMATED
 # Temporary non-animated water
 {TERRAIN_BASE            Wo                               water/ocean}
-{TERRAIN_BASE           Ww,Wwf                            water/coast}
+{TERRAIN_BASE           Ww,Wwf                    water/coast}
 
 #{TERRAIN_BASE_B          Wo           ANIMATION_15               
water/ocean}
 
 #{TERRAIN_BASE_B         Ww,Wwf                ANIMATION_15               
water/coast}
-{TERRAIN_BASE_B                 Wwt            ANIMATION_15               
water/coast-tropical}
-
-{TERRAIN_BASE_RANDOM     Wwr                                                 
      water/reef}
+{TERRAIN_BASE_B                 Wwt,Wwr        ANIMATION_15               
water/coast-tropical}
+
+#{TERRAIN_BASE_RANDOM     Wwr                                                
       water/reef}
 
 #8% 8% 8% 8% 23% 23% 23%
 #{TERRAIN_BASE_P          Ss                                     8           
       swamp/water-flowers1}
@@ -506,7 +495,7 @@
 {WALL_TRANSITION      (Cud,Kud)        (!,Cud,Kud)                           
 castle/dwarven-castle}
 
 {WALL_TRANSITION      Xu               (Qx*,Ql)                              
 cave/wall-rough-chasm}
-{WALL_TRANSITION      Xu               (!,Xu)                                
 cave/wall-rough}
+{WALL_TRANSITION      Xu               (!,Xu,Xv)                             
    cave/wall-rough}
 
 # New Generic Castle-to Chasm transition
 {TRANSITION_COMPLETE_LF (!,Cud,Kud,!,C*,K*)      Qx*                   -80   
 transition2   unwalkable/castle-chasm}
@@ -659,12 +648,12 @@
 
 # For now don't need these non-animated transitions (i think...)
 
-{TRANSITION_COMPLETE_L     (Ww,Wwf,Wwr)     (Wo,Wwt,Xv,_off^_usr)          
-520               water/coast}
+{TRANSITION_COMPLETE_L     (Ww,Wwf)     (Wo,Wwt,Xv,_off^_usr)          -520  
             water/coast}
 #{TRANSITION_COMPLETE_L     (Wwt)            (!,Ww,Wwr,Mm,Ms,Wwf,Wo,Wwt)    
-520               water/coast-tropical}
-{TRANSITION_COMPLETE_L     Wo               (Xv,_off^_usr,Wwt)               
   -540               water/ocean}
+{TRANSITION_COMPLETE_L     Wo               (Xv,_off^_usr)                  
-560               water/ocean}
 
 #{TRANSITION_COMPLETE_LB    (Ww,Wwf)          W*                           
-550 ANIMATION_15  water/coast}
-{TRANSITION_COMPLETE_LB    Wwt               W*                           
-555 ANIMATION_15  water/coast-tropical}
+{TRANSITION_COMPLETE_LB    Wwt,Wwr            (!,Ww,!,W*)                    
       -555 ANIMATION_15  water/coast-tropical}
 #{TRANSITION_COMPLETE_LB    Wo                W*                           
-560 ANIMATION_15  water/ocean}
 
 #WARNING : castles are at layer -1, probably to be fixed in 1.9 time




Related Messages


Powered by MHonArc, Updated Tue Jul 20 20:20:36 2010