[Kde-games-devel] Kolf Art?

Zeng Huan zh.issac at gmail.com
Thu Sep 3 08:39:42 CEST 2009


On Thu, Sep 3, 2009 at 12:55 PM, Arturo Silva <jasilva28 at gmail.com> wrote:

> Too tired to go too in-depth.  But I did test out the program further
> (based on the texture editing instructions provided a few weeks
> earlier) utilizing the following sample pixmaps (exported from SVG
> files):
>
> http://pigux.com/kde4/default-grass.jpg
> http://pigux.com/kde4/default-rock.jpg
> http://pigux.com/kde4/default-sand.jpg
> http://pigux.com/kde4/default-water.jpg
>
> [yes even the send one to test the "add texture" feature]
>
> My test didn't involve creating a new heightmap yet (I'm interested in
> that), but at least with jagged terrain like this I can definitely see
> that whimsical abstract textures won't lend themselves well to this
> format. Perhaps to flatter heightmaps, but that I'm afraid caps the
> creativity of anyone wanting to creating a custom course.
>

Now the existing heightmap is only for testing, a playable heightmap should
be flatter, I don't think a steep slope is really needed in the game.


>
> So it seems we may ahve to go with photorealistic style after all,
> although this would mean the use of raster images (PNG files) instead
> of vector.  On the other hand, I likely will want to continue
> experimenting with other repetitive styles since I'd prefer we stay
> within the SVG format (else the appearance deviates too far from other
> KDE games).
> _______________________________________________
> kde-games-devel mailing list
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>



-- 
Cheers,
Zeng Huan
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