More organization for the images folder
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- Eleazar
- Retired Terrain Art Director
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More organization for the images folder
Over time sane organization has been added to this folder, but i'd like to clean it up more. Three of the folders in particular contain a hodgepodge of stuff: items, misc, and terrain. Misc is the worst. It's annoying to try to find something, and eventually discover it's in the wrong folder.
• "terrain" just needs the flags removed. i'll create a folder called "flags" but since the location is hard coded IIRC i won't move them.
• "items" contains two kinds of things, images for manually enhancing the terrain, and actual items to pick up. I propose that the terrain-enhancers be moved to their own folder called "terrain-objects". This i can do if no-body convinces me not to.
• "misc" is a big mess. It contains much of the GUI, icons & terrain-enhancers. The terrain-objects should, of-course, be removed.
I'd like to see most of the stuff moved to a folder called "gui" or something.
thoughts?
• "terrain" just needs the flags removed. i'll create a folder called "flags" but since the location is hard coded IIRC i won't move them.
• "items" contains two kinds of things, images for manually enhancing the terrain, and actual items to pick up. I propose that the terrain-enhancers be moved to their own folder called "terrain-objects". This i can do if no-body convinces me not to.
• "misc" is a big mess. It contains much of the GUI, icons & terrain-enhancers. The terrain-objects should, of-course, be removed.
I'd like to see most of the stuff moved to a folder called "gui" or something.
thoughts?
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
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Re: More organization for the images folder
Actually, that's specified in data/game.cfg:90. If you move the flag images and change the paths on that line, it seems to work just fine.Eleazar wrote:• "terrain" just needs the flags removed. i'll create a folder called "flags" but since the location is hard coded IIRC i won't move them.
I went and did the change already.
Re: More organization for the images folder
Mondo thumbs-up; good names, BTW.Eleazar wrote:• "items" contains two kinds of things, images for manually enhancing the terrain, and actual items to pick up. I propose that the terrain-enhancers be moved to their own folder called "terrain-objects". This i can do if no-body convinces me not to.
Cleanup of misc is a very good thing, ATM I'm too tired to spend time investigating it. Expect a salient response sometime tomorrow.Eleazar wrote:• "misc" is a big mess. It contains much of the GUI, icons & terrain-enhancers. The terrain-objects should, of-course, be removed.
I'd like to see most of the stuff moved to a folder called "gui" or something.
thoughts?
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Keep in mind that moving images also breaks UMC's (including unpublished ones). So any re-organization should be well-planned so that it only needs to happen once. My advice is, if you are going to start moving images between releases, then move everything that needs re-organization, not just one or two images.
http://www.wesnoth.org/wiki/User:Sapient... "Looks like your skills saved us again. Uh, well at least, they saved Soarin's apple pie."
That's why it should be done only in trunk.
IMHO we can also make :
- a schedule/ forder for ToD images (or subfolder of misc)
- a ellipses/ folder for ellipses images (or subfolder of misc)
and probably some other ones...
IMHO we can also make :
- a schedule/ forder for ToD images (or subfolder of misc)
- a ellipses/ folder for ellipses images (or subfolder of misc)
and probably some other ones...
"Ooh, man, my mage had a 30% chance to miss, but he still managed to hit! Awesome!" -- xtifr
Maybe we should try to get this done prior to 1.3.1? Due to the terrain branch merge we'll break anything already, seems like the right time to add this comperatively tiny change.
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- Eleazar
- Retired Terrain Art Director
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- Joined: July 16th, 2004, 1:47 am
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Agreed. What i mean by "terrain-enhancers" or "terrains-objects" is graphics (like the dwarven doors) that are not part of the map file, not recognized by the editor, and must be placed on the map manually.SkeletonCrew wrote:Before somebody gets tempted to sort the terrain images, please wait until after the terrain branch has been merged.
thanks.zoo wrote:Actually, that's specified in data/game.cfg:90. If you move the flag images and change the paths on that line, it seems to work just fine.
I went and did the change already.
can anybody explain how "green" exactly is defined here:
Code: Select all
flag_rgb=green
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
-> What i might be working on
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Attempting Lucidity
- Eleazar
- Retired Terrain Art Director
- Posts: 2481
- Joined: July 16th, 2004, 1:47 am
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I believe SC's branch makes that possible.freim wrote:I would also like to see all the villages and castles moved out of the terrain folder. This might be a bit more of a pain in the ass to change in the code?
Though personally i think it makes more sense to put villages & castles in a sub-folder(s) of terrain.
sounds reasonable.torogan wrote:Maybe we should try to get this done prior to 1.3.1? Due to the terrain branch merge we'll break anything already, seems like the right time to add this comperatively tiny change.
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
-> What i might be working on
Attempting Lucidity
-> What i might be working on
Attempting Lucidity
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It was a preemptive post since I anticipated a post like the next oneEleazar wrote:Agreed. What i mean by "terrain-enhancers" or "terrains-objects" is graphics (like the dwarven doors) that are not part of the map file, not recognized by the editor, and must be placed on the map manually.SkeletonCrew wrote:Before somebody gets tempted to sort the terrain images, please wait until after the terrain branch has been merged.
Outside the terrain directory might be hard but in subdirectories in the terrain directory works, I tested this since Eleazar already had this request before. I didn't do a thing to make it possible it already seems to work but it requires modifications of terrain.cfg and terrain-graphics.cfg.Eleazar wrote:I believe SC's branch makes that possible.freim wrote:I would also like to see all the villages and castles moved out of the terrain folder. This might be a bit more of a pain in the ass to change in the code?
Though personally i think it makes more sense to put villages & castles in a sub-folder(s) of terrain.
This commit message shows how it's done http://svn.gna.org/viewcvs/wesnoth?rev=14069&view=rev and I had it running quite a while in my branch without trouble (until I had to merge a change in some of the images.) (I only tested it on a Debian system.)
But this change can best be started after the merge of the terrain branch to avoid a lot of extra work.
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it is defined in team_colors.cfg in the [color_palette] tag. It should be defined as all the rgb values that are pure green (ie r=0,g=1-255,b=0)Eleazar wrote: can anybody explain how "green" exactly is defined here:Code: Select all
flag_rgb=green
Note that color palettes can also be defined within scenarios and units, so if someone has a special flag that they want to be able to recolor, but that they don't want to have to convert the image, they only need to define a new color. If my memory is correct, redefining an existing color doesn't work(It should print a warning somewhere), but I don't have the code in front of me and many moons have passed since I last changed it so I am not sure.
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- Eleazar
- Retired Terrain Art Director
- Posts: 2481
- Joined: July 16th, 2004, 1:47 am
- Location: US Midwest
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BTW, i'm not pleased with the name "terrain-objects"  it's too long and vauge. Anybody has another idea, please speak up.
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
-> What i might be working on
Attempting Lucidity
-> What i might be working on
Attempting Lucidity