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Re: CF: is_floor and other controls?



On Thu, 22 May 1997, Mark Wedel wrote:
>  So it is the object between the top object and the floor which becomes a
> little more interesting.  And generally, that object will be the object with
> the highest visibility.

Yep. The reason I'm asking is I'm playing around a bit with creating 
more 'irregular' outdoors terrain. A followup question, how are the 
terrain features calculated? For example, with a forest arch on top of a 
grass arch, would the forests features override the grass features (ie, 
race, wooded, etc)? 

>  Something will need to be changed no matter one whenever I implement automatic
> map tiling, since you want/need to be able to have buildings or whatever else
> straddle maps.

Yep, I noticed that when doing the mapsplitters... resounding crash as a 
result. 
 
>  In terms of buidlings (non living objects), it may work to just break them
> apart when saving, setting all the values necessary.  I don't see this creating
> any real problem.

A good idea, I think. The main problem I see is keeping track of it for 
editing purposes, but if the editor could implement an 'area edit' to 
allow for simultaneous editing of several same-type archetypes, that 
wouldnt be a bother. 

>  For monsters, we could probably just save the head object and nothing else,
> and when the map is reload, re-create the other pieces..

Sounds good. Might be a bit tricky to have to move around monsters with 
large bodies so they dont get part of their body outside the map, but 
perhaps a check could be run in the editor to avoid that problem too. 

/David

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