Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Modified the Mike Mayday tileset a bit...  (Read 7627 times)

Lemunde

  • Bay Watcher
    • View Profile
Modified the Mike Mayday tileset a bit...
« on: September 17, 2009, 06:54:19 pm »

I started out just making a couple of tweaks but it seems to have turned into an all day project.  The changes were so dramatic I decided to go ahead and send it to Mike Mayday to see if he wanted to do anything with it.  I added a few transparency effects here and there and gave a few things a more textured feel.  Here's what it looks like on a map I uploaded to the DF Map Archive:  http://mkv25.net/dfma/map-6985-dragonskull

And here's a pic:
Spoiler (click to show/hide)

Updated pic:
Spoiler (click to show/hide)

I actually made a couple of changes since I sent it in.  I probably should have held off until I was sure I was done messing with it.  Anyways, how does it look?  Better?  Worse?
« Last Edit: September 18, 2009, 03:18:27 pm by Lemunde »
Logged

Arrkhal

  • Bay Watcher
  • Who modded in these flying killer attack babies???
    • View Profile
Re: Modified the Mike Mayday tileset a bit...
« Reply #1 on: September 17, 2009, 06:57:54 pm »

Hm, I like it.  I'd suggest also changing the width of diagonal walls so that they look the same thickness as cardinal direction walls.
Logged
In development: Arrkhal's Material and Weapon balance
Please test and let me know what still needs fixing.  And get these freakin' babies offa me!

Lemunde

  • Bay Watcher
    • View Profile
Re: Modified the Mike Mayday tileset a bit...
« Reply #2 on: September 17, 2009, 07:03:31 pm »

Unfortunately I don't think that's possible without creating additional tiles.  In order to do it properly I would half to shift the position where the outside angle begins which would cause the angle to start inside the tile instead of on the edge.  It's kinda hard to explain but if you look carefully of how the tiles work in the game you'll understand what I mean.
Logged

Arrkhal

  • Bay Watcher
  • Who modded in these flying killer attack babies???
    • View Profile
Re: Modified the Mike Mayday tileset a bit...
« Reply #3 on: September 17, 2009, 09:17:32 pm »

Hm, that's true.  You could try making the diagonals and corners curved instead.  Long diagonal walls would be bumpy instead of smooth (though no worse than the standard tileset), but it could create an interesting cavern-like look to normal square rooms and things.
Logged
In development: Arrkhal's Material and Weapon balance
Please test and let me know what still needs fixing.  And get these freakin' babies offa me!

Stakudomer

  • Bay Watcher
    • View Profile
Re: Modified the Mike Mayday tileset a bit...
« Reply #4 on: September 17, 2009, 11:02:04 pm »

I like the rough stone tiles. I may have to steal them and make a weird hybrid with RantingRodent's mod. What rocks are visible in that map?

I'm curious as to why you haven't changed the smooth floor tiles. Every graphics set I've seen has had floor tiles that look like they came from a casino; they stand out more than the objects on the floor, and that makes it hard to see. Surely I can't be the only one with this problem.
Logged

Lemunde

  • Bay Watcher
    • View Profile
Re: Modified the Mike Mayday tileset a bit...
« Reply #5 on: September 17, 2009, 11:55:49 pm »

The thing with the floor tiles is they double as a + sign which is often used in other parts of the game.  So basically modders try to make a sort of floor tile/+ sign hybrid.  I somewhat agree that the floor tiles are distracting but I've gotten used to them.  You may notice that they're no longer completely filled with black but with a hint of the base color.  This helps make engravings rely more on the original color.

I'm not sure what rock is visible in the pic.  It's been a little while since I played that map and I just loaded it up to get a quick screenshot.  Diorite and something else I think.

As for the map in the link there's all sorts of cool stone.  Olivine, kaolinite, flint, gabbro, cobaltite and the deep blue stuff is kimberlite.  If I could get a hold of some sandstone buried in the aquifer I'd have all the primary colors.
Logged

chmod

  • Bay Watcher
  • I get by with a little help from my friends
    • View Profile
    • UDP Viper
Re: Modified the Mike Mayday tileset a bit...
« Reply #6 on: September 18, 2009, 12:25:45 pm »

I think it looks great. I like the loose rock for sure.
Logged

Lemunde

  • Bay Watcher
    • View Profile
Re: Modified the Mike Mayday tileset a bit...
« Reply #7 on: September 18, 2009, 03:10:00 pm »

Still adding some tweaks here and there.  I trimmed off the corner pixels on rough rock walls to make them less sharp looking.  Also changed the graphics on bins/up-down stairs and barrels.  The good thing about the bins (just an X) is that I could use the transparency effects to make them look different whether they're a bin or stairs or just the letter X.  Essentially everything looks the way it's supposed to.

I changed the 0 to look like a coffin/0 hybrid.  I'm not sure how popular that change will be.  It looks a little bit awkward when viewed as a number but you can still tell what it is.

Here's a pic(If it looks a little washed out blame the jpg compression.):
Spoiler (click to show/hide)

I haven't heard back from MM on if he wants to do anything with it or not.  If I don't get some sort of response by tomorrow I'll just upload it somewhere.  The changes are looking more and more dramatic and it looks like there's a lot of other tilesets based off the MM set floating around anyway.
« Last Edit: September 18, 2009, 03:18:49 pm by Lemunde »
Logged

Gertack

  • Bay Watcher
    • View Profile
Re: Modified the Mike Mayday tileset a bit...
« Reply #8 on: September 19, 2009, 12:35:54 am »

Looks better to me, and actual colored doors!  8)
Logged

Mike Mayday

  • Bay Watcher
  • gfx whr
    • View Profile
    • Goblinart
Re: Modified the Mike Mayday tileset a bit...
« Reply #9 on: September 19, 2009, 03:54:18 am »

Hah! This is great, I love the textured walls :)
Feel free to upload this on the wiki, I don't have any insecurity problems about people modifying "my" tileset (I'd say it's more of Herrbdog's actually). In any case, I will most certainly incorporate this in DFG :)
Logged
<3

Lemunde

  • Bay Watcher
    • View Profile
Re: Modified the Mike Mayday tileset a bit...
« Reply #10 on: September 19, 2009, 12:56:19 pm »

Thanks Mike.  It's up on the tileset repository now.  Should be easy to find as it's the only transparent set on there.   ;)
Logged

gtmattz

  • Bay Watcher
  • [PREFSTRING:BEARD]
    • View Profile
Re: Modified the Mike Mayday tileset a bit...
« Reply #11 on: November 25, 2009, 06:29:48 pm »

Maybe I have something set up wrong, but when I use this png with the current version of mayday (DFG21) everything looks great save a few things that show as completely black.  The things that come to mind right off are down-stair designation and screw pumps.  I recall there being a few other things but those are the ones that were causing the most 'disruption' so to speak.
« Last Edit: November 25, 2009, 07:54:03 pm by gtmattz »
Logged
Quote from: Hyndis
Just try it! Its not like you die IRL if Urist McMiner falls into magma.