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Dominique
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Bonn, Germany
May 1999 time: 05:13
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The issue has been around for a while now: Which graphics format to use? For those among you who deal with the graphics engine of CLASH, please have a good look at the newly published graphics tool for Civ:CtP (you can get it at http://apolyton.net/cgi-bin/ctp/files/download.pl?id=30 , 1.4 MB).
I didn't know CtP's specifications when I made my proposals concerning the CLASH gfx, but they are stunningly close (TIF images as source, 24 bit, 8 bit alpha channel, shadow...). Please study the enclosed doc and give a statement if THIS technique would be feasable.
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Dominique
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Bonn, Germany
May 1999 time: 05:13
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Civ:CtP actually uses 3 images for one single unit:
- The unit image
- the 8-bit alpha mask
- a 1-bit alpha mask for the shadow
Actually, I don't know why they use the latter - the same, if not better, effect can be accomplished by including the shadow in the main image and the 8-bit mask.
About the TIF format: It's not really necessary to use real TIF images in the game - a utility to convert TIF images into a format CLASH can use would do, too... there are only 2 aspects which are important to me:
a) at least 16-bit gfx
b) editable format.
So, some kind of gfx compiler to convert user-defined pictures would be pretty fine.
If our JAVA cracks really insist on GIF / JPG, then I propose making a tool that converts any TIF image to GIF, but keeping the 16-/24-bit resolution for the screen. That way GIF could be used as an easily processable format, but each image could have it's own palette, which wouldn't be too bad, since the images are small, after all.
[This message has been edited by Dominique (edited June 07, 1999).]
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