"Wobjects": An Alternative Method for Adding Furcadian Walls

Before Furcadia was constructed, Dragon's Eye produced "DragonSpires". In DragonSpires, walls were done as impassable objects. One disadvantage was that a wall took up a full tile of space. Because of that, Furcadia was made with walls that go between the tiles. Another possible disadvantage is that walls can be difficult to place in FSHeditor. However, Furcadia currently has a limited number of spaces for walls. There is currently no walle.fsh, no extended wall set, because we want a new editor that places new wall types in a system which automatically, correctly insert wall corners, T- and +-junctions. That will require a way to make wall pieces that get chopped up in a specific fashion, sparing the Patcher from having to construct all these junctions. There is room for exactly two auto- placed wall sets in the current graphics system. These walls are done "programically" or "algorithmically", using the half-width shapes visible in the Dream Editor but not found in wall.fsh. As there is currently a point to finding another way to do walls, I've reintroduced the DragonSpires method of walls that are actually one-tile block objects. To keep these from being confused with Walls (as in wall.fsh), they are called "Wobjects"- wall-Objects. Building one's Dream in Wobjects has many side-benefits. Variation art (like cracks, moss, and windows) can be put into a Patch that replaces the old Wall.fsh shapes. Decorations like swords, decorative shields, banners, paintings, etc., can be done this way as well. These decorations do not take up a full space of floor the way they would if they were Items. The standard Furcadian wall system allows for only two wall colors, but using Wobjects, there is no limit to the different wall-types. The behavior of the official Walls is appropriate to fences, and Patching-in Wobjects allows the available slots for wall.fsh shapes to be used as fences that do not take up a tile space. Unlike the original walls, Wobjects are not given shadows; this is because they are most likely to occur in a Patch, and that keeps the Patch significantly smaller. It also allows many more Wobjects to be put on one .GIF page of art. A template for Wobjects can be found here: wobjects1.gif The same file, with gray baseboards added, is here: wobjects3.gif (The veteran might note that Wobjects are taller than the original walls. The original pinkish rock walls are the height that they are in order to make the walkabouts look larger. Wobjects, however, are more efficient if one is displaying the exterior of a building, where the point might well be to make the walkabouts seem small and the buildings, tall.) CUSTOMIZING THE TEMPLATES The easiest way to do this is to make a 2-layer picture, using Paint Shop Pro or PhotoShop. (WARNING: This task is beyond the capabilities of MS Paint.exe!) I will give the PSP procedure here, because that is what I use (because it is faster). [ ] Complete Frame 1 (a southern corner). Make the right half roughly 15% darker than the left half. [ ] Take wobjects1.gif and Select the green wall areas using the Magic Wand. [ ] Raise the number of colors to maximum, instead of 256. WARNING: When you reduce the colors back to 256... If you have introduced any colors NOT in the 256 color palette, then Paint Shop Pro will interpolate. That will introduce specks of color ALL OVER, so close to the original shade that you might not see it unless you magnify! So, do not use colors that are not from the Furcadia palette when doing this operation! If you have only used colors that are in the original palette, then when you use the Furcadia palette to reduce the colors, there will be NO pixels introduced this way. A copy of the Furcadia palette as of January 12, 2003, is kept here: /art/furc.bunny.pal [ ] Select all occurrences of those two shades of green. In PSP, "Selections --> Modify --> Select Similar". If these options are grayed-out, it is because you are still in 256-color ("Indexed") mode. [ ] Press the Delete key to empty these areas. [ ] Invert the Selection. [ ] Promote the Selection to a Layer (Layer 2). [ ] Temporarily set Layer 2's Preferences to 50% Opacity. [ ] Erase everything on Layer 1. [ ] Complete Frame 2 by reversing and precisely placing the 2 halves of Frame 1. [ ] Using a magnified mode and the see-through nature of Layer 2, place copies of your wall template behind the remaining frames. [ ] Merge all layers. [ ] Cut each frame out and save it as a series of .BMP's. If they have the same name, and an ascending series of numbers (for example, apple1.bmp, apple2.bmp, apple3.bmp, etc.) then they can be automatically loaded into an FSH using the Import --> Multiple function of FSHEditor. [ ] Alternately-- Select a frame, and control-C ("capture-to-buffer"). Switch from PSP to FSHEditor. Control-V and the frame will be placed automatically at the upper left corner. [ ] If the background color did not go away, you can get rid of it in FSHEditor by pressing Control and clicking on Transparent (depicted as a bluegray) to make it the Current Foreground Color. Press Control and right-click on the color you wish to get rid of, thus making it the Current Background Color. From the pulldown menu, choose "Edit -- Foreground to Background Color". (It's misnamed, sorry.) This technique will easily get rid of the background color from inside of dithers. INTERIOR TRANSPARENT WALLS Some weavers of Dreams like to leave off the foreground walls (SE nd SW) in an interior room. A different effect can be achieved by making it translucent. Simply place a dither of background color over the original layer. wobjects2.gif wobjects4.gif Diagonal beam templates: wobjects5.gif wobjects6.gif Diagonal beam + vertical beam templates: wobjects7.gif wobjects8.gif CAVERN WALLS My Bookstore Patch has cave walls done as Wobjects: /bookstore.patch.zip ================================= SOME PERTINENT FURCADIA ART CONSTRUCTION NOTES: Furcadia's textures are built using multiples of 2. Lines can be drawn in perspective by going up one pixel and over two, for example. The correct "camera" angle is 30 degrees off the ground. PERSPECTIVE Known as "orthagonal projection", there are no "vanishing points" in effect. Like in Asian paintings, lines remain parallel. To achieve this in a 3D program, either a perspective parameter needs to be disabled, or the window needs to be set to "orthagonal perspective". There is also no foreshortening in the "Y-axis" (up/down). Technically, if you saw a person from a 30 degree angle, they would appear slightly shorter. Furcadia's furres remain just as many pixels tall as if you were looking at them direction from the side. There is foreshortening in the X (northwest-to-southeast) and Z (southwest-to-northeast) axes. WALLS It is easy to make a wall texture or painting or poster fit this perspective. First, the art is reduced to 90% of its width. Then, it is skewed 26.5 degrees. (In Paint Shop Pro, use 27 degrees.) FLOORS A floor tile is 32 pixels tall, and 64 pixels wide. If two tiles are placed north and south of each other, they will touch. Tiles that are directly east and west of each other, however, do not touch, but are separated by a distance of two pixels. To make a flat design fit the floor, reduce its height by 50%. A circle inscribed on the floor looks like an oval twice as wide as it is tall. DOORS AND WINDOWS Flat fixtures like doors and windows are easier to construct by painting or drawing them face-on. To fit an existing shape that is skewed, it may be necessary to unskew it. Do this by first expanding the width to 112% of what it originally was, then skew it 26.5 (or 27) degrees in the opposite direction.