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Re: Local variations to crossfire.



>I don't think this is much of a problem. It is unlikely that an
>official release will have a bmaps file with large holes, and so it
>should be safe to use faces from 50000 and up for local bitmaps, or
>even 9000, though that point *may* be reached one day... (We are
>currently at 1997 here :-)

Yes, e.g. 3x3 monster with 10 animations and 2 directions:
9 * 10 * 2 = 180 bitmaps.

>xbmtobdf has no problems with a sparse bmaps file, and it need not be
>sorted. Keep your won localbmaps, and append that to each official
>release. Actually, the name space for bitmaps may be more of a
>problem. Any volunteers to make a more hierarchaical structure? The
>directory is getting awfully big.

I got a suggestion. It's found in incoming as ArchStruct.tar.Z :) .
I made a perl script (mkarch.pl), that generates a archetypes and
bmaps files. In the system archetypes are splitted into directory
tree. e.g.
	/monsters
	/monsters/humans
	/monsters/dragons
	/items
	/magic
	...
Every archetype has own archetype-file (*.arch) and bitmap files
(*.NN.NN.NN). In archetype-file is normal 
arhetype description in exception, that "face" and "anim" -numbers 
are substituted by corresponding bitmap-filenames. 

(bitmap file-extension: NN is for number. And first is part number,
 second is direction and last is animation phase. )

So when generating; directory tree is traversed and bitmaps are looked
first to get face-numbers. And then are archetypes generated 
substituting bitmap-filenames by face-numbers.

It's not finished yet. I got a problem with current archetypes
splitting them into directory hierachy :) .

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//   Petri Heinila   //   email: Petri.Heinila@lut.fi                 //
//                   //   mail:  Ainonkatu 2A                         //
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