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Comic Style or Realism. Mind the the more detailed, realistic 64x tiles look strange when viewed in normal play at 16x

Comic. (Example: Totem/Traps on screenshot)
Realism. (Example: Remains/Grass on screenshot)
Both, if it fits. (for example comic skull, realistic stone)
I dont care.

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Author Topic: Meph's 64x Tileset - Alpha .03 - 5 of 16 lines done.  (Read 26416 times)

Phoebus

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Re: Meph's 64x Tileset. THEY CALLED ME MAD, and they are right. Alpha.01
« Reply #15 on: March 06, 2013, 06:24:03 pm »

A note about tileset.
The game default display tile size is to the main tileset tile size.
Every tile in the game is scaled individually to the post-zoom tile size when it is drawn.
We can currently use a mix 128x128, 64x64, 48x48 and 32x32 (or any other res) creature tiles with 16x16 or 18x18 tilesets, and the creatures will look better when you zoom in.

The big problem will be in making the tileset hacks (inverted tiles, etc) and multi-use tiles look fine on higher res.

Also. Not mad.

I'll help with the project.
I'll likely convert Phoebus to 64x64 (or w/e) if the project gives good result; Pixelart doesn't scale well at all, but high resolution pictures can downscale well to various lower resolutions, allowing players to play at whatever tile resolution they like.
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Putnam

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Re: Meph's 64x Tileset. THEY CALLED ME MAD, and they are right. Alpha.01
« Reply #16 on: March 06, 2013, 06:24:59 pm »

A note about tileset.
The game default display tile size is to the main tileset tile size.
Every tile in the game is scaled individually to the post-zoom tile size when it is drawn.
We can currently use a mix 128x128, 64x64, 48x48 and 32x32 (or any other res) creature tiles with 16x16 or 18x18 tilesets, and the creatures will look better when you zoom in.

Shit!!!!!

Meph

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Re: Meph's 64x Tileset. THEY CALLED ME MAD, and they are right. Alpha.01
« Reply #17 on: March 06, 2013, 06:39:10 pm »

I am slightly ahead of you, Phoebus, thanks to arclance. He wrote a linux utility that allows rescaling tilesets with minimum detail loss. I have the 10 tilesets I include in Masterwork in 1024x1024 here. He just send them to me a few hours ago. Of course actually drawing on them again, with a higher level of detail would be awesome. The rock-walls actually look very high-res already. :)

Here is the Phoebus_64x64
Spoiler (click to show/hide)

And how it looks ingame, fullscreen on my 21", and windowed with full zoom.
Spoiler (click to show/hide)

This one room actually takes up almost my entire screen... A 32x32 downscaled version would probably make sense, or at least 48x48. I knew about the resizing of the creature sprites, since I added some 64x64 creatures into a 16x16 tileset before. Thats how all this started. ;)

You dont know how glad I am that you support this idea. How do you want to go about it? I wanted to start with your tileset as a basis, IF I do indeed make a tileset. Again, my two questions: Tileset Assembler Source Code? And: A file in which I can see the alpha channel. I can load the tileset.png in Photoshop without problem, but I cant see how you build all of this. I am a noob and it would help to see how it is done first, before trying myself. I made tileset myself, alpha version, all in paint. No opacity, alphachannels or transparency at all :P

I am currently converting 50x50 farmville animal icons into 64x64 DF domestic animals. :)
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Phoebus

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Re: Meph's 64x Tileset. THEY CALLED ME MAD, and they are right. Alpha.01
« Reply #18 on: March 06, 2013, 07:05:15 pm »

I am currently converting 50x50 farmville animal icons into 64x64 DF domestic animals. :)
Keep them at 50x50. Every time you resize an image you also degrade/blur it as a side-effect.
It's better to just create a 50x50 creature tilesets for the farmville animals.

Identifying creature tilesets with their tile size in the name will help in the long run.
Ex.: farmanimals_50.png & farmanimals_50.txt
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Meph

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Re: Meph's 64x Tileset. THEY CALLED ME MAD, and they are right. Alpha.01
« Reply #19 on: March 06, 2013, 07:19:46 pm »

If you take one look at my graphics folder, you will facepalm. I have a lot of unused or double/triple assigned sprites, and I cant figure out whats what. Multiple assigned tiles I can find in the graphic.txts, but unassigned ones? No change. I was very lazy about this part in the past.

Here, have a look at this and tell me what you think, I have done 4 new tiles. Chest, Stockpile, Upstairs, Downstairs. The chest probably needs some more contrast to the background.

Phoebus with 4 HD-Tiles
Spoiler (click to show/hide)

Phoebus with HD-floor
Spoiler (click to show/hide)

And here is the problem I dont know a good solution to: If things have an awesome amount of detail in 64x, like the floor in the screenshot, it looks worse in 16x then the original. Most things are ok, but I dont know how to do those tiny little details without messing up the tile when looked at in 16x.

Edit: Last test for now. I made the floor so finely detailed that you cant even see it at all from 16x. Floor looks like a normal, maybe rough floor on 16x, but has detailed carvings in 64x.

I also made a little something with the '0', which is used for graves ingame. Have a look.
Spoiler (click to show/hide)

EDIT: @Phoebus:
Quote
The big problem will be in making the tileset hacks (inverted tiles, etc) and multi-use tiles look fine on higher res.

Any ideas from your side about that? I saw some ridiculous ones, like ammo/weapon/slash, or block/treetop, chair/bridge-end, logs/hive, quern/well, sand/water/farmplot/blood, track-stop/bar/metal-door and of course the horrible bin/floodgate/up-downstaircase/X. That one kills me. Several of them do kill me, figuratively speaking.
« Last Edit: March 06, 2013, 09:18:43 pm by Meph »
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Rose

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Re: Meph's 64x Tileset - Alpha .02 - Babysteps.
« Reply #20 on: March 06, 2013, 10:36:22 pm »

Posting to watch. Because anything that can be used with stonesense is something I'm interested in.
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Meph

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Re: Meph's 64x Tileset - Alpha .02 - Babysteps.
« Reply #21 on: March 07, 2013, 02:21:56 am »

Sprites I do have, about 1000 creatures, both 64x64 and 128x64. Mostly mystical stuff and homanoid adventures with different gear. Shockbolt was very specific: As long as it is a free-to-play title people can use his sprites if asked first. He knows DF a bit and thought the idea was really nice, and since I will port them to Stonesense anyway, at the very least for the mod itself, you can at least have a look and see if anything interests you.

I'll send you a PM.

Edit:
Sand tile looks alright, both zoomed out and in.

« Last Edit: March 07, 2013, 02:45:53 am by Meph »
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Demonbutter

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Re: Meph's 64x Tileset - Alpha .02 - Babysteps.
« Reply #22 on: March 07, 2013, 05:06:56 am »

This is an incredibly exciting prospect O:
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Meph

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Re: Meph's 64x Tileset - Alpha .02 - Babysteps.
« Reply #23 on: March 07, 2013, 06:57:03 am »

@demobutter: Then help :P

Slowly making progress. 1 line of tiles and 4 lines of "text-tiles" done. Not much, but "its something" :) Some more stuff... did the texts:

Menu with TrueTypeFont OFF. (If TTF ON it looks like usual)


Traps. Stonefall, Weapon, Pressure, Cage


Obvious limitations with the traps, I cant make it look like a cage, or a stone, or a weapontrap, or a pressure plate, but neither can other tilesets. Cages will still be seen on top of the cagetrap when full, business as usual.

I also have a question (Phoebus, HELP): Is it possible to have a default-color background on the tiles, and only the object gets color? Best example is the traps, only the trap gets the color. That would be very nice, since I cant fill a 64x64 completely with an object as easily as an 16x16 tile.

I also finished the water/sand-floor/farm-plot tiles... they look a bit plasticy when used as farm, but look very nice as water.
« Last Edit: March 07, 2013, 07:04:55 am by Meph »
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Meph

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Re: Meph's 64x Tileset - Alpha .03 - 5 of 16 lines done.
« Reply #24 on: March 07, 2013, 08:03:38 am »

Doublepost ftw.

I still havent decided if I should go a more comic-style approach, or as close to real-life as possible. Its easier to both design comic-style and see/identify the tiles from 16x view. In the example here the more realistic mechanism/remains are hard to make out at 16x, but the totem works wonderfully.

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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Skyrunner

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Re: Meph's 64x Tileset - Alpha .03 - 5 of 16 lines done.
« Reply #25 on: March 07, 2013, 08:22:42 am »

I happen to have two 24 inch screens side by side XD
The large tiles look pretty, and remind me of the Minecraft texture packs of huge resolutions. Must be pretty hard to balance between ontrast and detail...
The skull and the brook looks awesome. So does the pile of equipment thingy, and the trees o_O
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Meph

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Re: Meph's 64x Tileset - Alpha .03 - 5 of 16 lines done.
« Reply #26 on: March 07, 2013, 08:41:29 am »

@Skyrunner: I'd love to see a screenshot at some point in the future from such a gaming setup. :) The trees/equipment is Phoebus btw, its only 16 times as big.

I'm taking a break for now. Tried a bit on the anvil and failed so far.

Questions from my side are atm:
 - How to make sure only one part of a tile gets colored?

For example only the trap, but always with the same background. Or a tree, with a brown trunk, but the leaves change color to green/yellow/red with the seasons.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

arclance

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Re: Meph's 64x Tileset. THEY CALLED ME MAD, and they are right. Alpha.01
« Reply #27 on: March 07, 2013, 10:04:46 am »

I am slightly ahead of you, Phoebus, thanks to arclance. He wrote a linux utility that allows rescaling tilesets with minimum detail loss.
It works on Windows and Mac as well.
It is slower on Windows though because the multi-threading implementation I used does not work on Windows.

I have a 36" and 26" monitor on this computer, I can do 48x48 tiles natively when fullscreened across both.
There is a 45x45 tileset screenshot in the Tileset Resizer thread from when I had a different second monitor.
« Last Edit: March 07, 2013, 10:11:06 am by arclance »
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The Bloodwinery v1.3.1 | Dwarven Lamination v1.5 | Tileset Resizer v2.5 - Mac Beta Tester Needed
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smirk

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Re: Meph's 64x Tileset - Alpha .03 - 5 of 16 lines done.
« Reply #28 on: March 07, 2013, 10:43:09 am »

Questions from my side are atm:
 - How to make sure only one part of a tile gets colored?

For example only the trap, but always with the same background. Or a tree, with a brown trunk, but the leaves change color to green/yellow/red with the seasons.

You should read Ironhand's old Tile Magic thread. Brief explanation:

Background/foreground colors and transparency are yer friend there. For trees, you would do something like this:

That's white leaves, black "background" and a transparent trunk. When tree colors are set in the raws, foreground color is set to green and background color to brown, so it ends up like this:

The tree tag [AUTUMNCOLOR] automatically changes a tree's foreground colors in the fall, so the leaves will change with it but not the trunk.
Problem: background colors are also the information channel for contaminants on a tile and the like. Shouldn't affect trees, but if you use this trick to make multicolored plants or bushes, someone vomiting or bleeding on that square will change the background color and give yer plants/bushes green or red stems until the contaminant is washed away.

That trick only works properly with things you can modify in the raws, of course. For traps ye're just gonna hafta color in their backgrounds, play around with transparency and hope it works out.
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Dragoon209

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Re: Meph's 64x Tileset - Alpha .03 - 5 of 16 lines done.
« Reply #29 on: March 07, 2013, 03:23:21 pm »

I love this!  I am all about it.  I'm going to research what would be needed to help more after work, I would love to contribute to this. 

My preference in tiles leans more towards the 'comic' style.  They use generally less colors overall, and remain recognizable when resized.  They also can benefit from having outlines, which help define the shape at any zoom level.

Thanks for posting this!  This is a great use of my super gaming Graphics Card, which spends more time rendering Dwarf Fortress than any new FPS!
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