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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 26419 times)

Meph

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Re: Meph's 64x Tileset - Alpha .03 - 5 of 16 lines done.
« Reply #30 on: March 07, 2013, 05:20:48 pm »

@smirk: I know the tile magic thead, but... I am daft. The treetrunks the pic is grey, the one in ironhand is not transparent, the one in phoebus is colored brown. None of the files have foreground/background, because its one PNG, which one layer. Again, my question that might solve the problem for me: I need to see an example .psd file. One that saves everything, the settings, possible layers, opacity/transparency settings... I just need to see it once, not just the end product. From my perspective its like seeing the DF.exe and try to retroengineer the C++ behind it.

I'll play around it bit more with the things I do unterstand, and prepare an upload with graphics.txts and sprites, so people can chime in a bit if they want. :)
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
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Ishar

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Re: Meph's 64x Tileset - Alpha .03 - 5 of 16 lines done.
« Reply #31 on: March 07, 2013, 05:30:16 pm »

OK that's it. Meph, if you can pull this off, I'm sending you actual money somehow.
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Phoebus

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Re: Meph's 64x Tileset - Alpha .03 - 5 of 16 lines done.
« Reply #32 on: March 07, 2013, 06:22:00 pm »

@smirk: I know the tile magic thead, but... I am daft. The treetrunks the pic is grey, the one in ironhand is not transparent, the one in phoebus is colored brown. None of the files have foreground/background, because its one PNG, which one layer. Again, my question that might solve the problem for me: I need to see an example .psd file. One that saves everything, the settings, possible layers, opacity/transparency settings... I just need to see it once, not just the end product. From my perspective its like seeing the DF.exe and try to retroengineer the C++ behind it.

I'll play around it bit more with the things I do unterstand, and prepare an upload with graphics.txts and sprites, so people can chime in a bit if they want. :)
Think of an image as a glass window that you paint on.
The parts that you paint are opaque, the part that you don't paint stay transparent; The more paint you add in one spot the more opaque that spot it is.

The game puts a back-light behind the window that show through the transparent parts, and a front-light to illuminate the painted parts of the window.

If the front-lighting is black, then all painted parts of the window will look black as they are not illuminated at all, but the back-lighting will still be visible through the transparent parts.

That's an inverted tile.
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Meph

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Re: Meph's 64x Tileset - Alpha .03 - 5 of 16 lines done.
« Reply #33 on: March 07, 2013, 06:28:21 pm »

In that case my trees dont work, because the tile colors in the raws are wrong, not because I am doing something wrong. No wonder that all tries yielded no results. ^^ But I get it :)

(ahhh... accidently uploaded as a .jpg, ignore the blur.)


@Ishar: Well... I wont say no :P

@Phoebus: I guess inverted tiles will be the thing I do last, if at all.
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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 #34 on: March 07, 2013, 06:44:53 pm »

Here is the tileset so far, based on Phoebus 64x

Tileset, transparent png. (You have to download and open it in a imgae editor to see the transparency stuff)
Spoiler (click to show/hide)

Tileset, marked all changed tiles red.
Spoiler (click to show/hide)
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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 :::

smirk

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Re: Meph's 64x Tileset - Alpha .03 - 5 of 16 lines done.
« Reply #35 on: March 07, 2013, 09:26:19 pm »

long-winded explanation of foreground/background color, if ye want it. Phoebus got there more elegantly than I could, though =P
Spoiler (click to show/hide)

Right, off to bed! Need sleep and also sleep.
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Mr. Orange

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Re: Meph's 64x Tileset - Alpha .03 - 5 of 16 lines done.
« Reply #36 on: October 22, 2013, 02:53:28 pm »

Any progress on this at all? Love the idea and I would surely use it if it became available!
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GM-X

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Re: Meph's 64x Tileset - Alpha .03 - 5 of 16 lines done.
« Reply #37 on: October 23, 2013, 09:45:52 pm »

Personally, I would be 100% happy with up-scaled 64x tiles for a long time.  ;)
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Meph

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Re: Meph's 64x Tileset - Alpha .03 - 5 of 16 lines done.
« Reply #38 on: October 24, 2013, 05:49:10 pm »

I did my own 16x16 tileset, but I am fairly certain that I did delete everything I did on this experiment. I might try with a 48x in future, the biggest problem I found is making sprites/tiles that look detailed when you look at them with close zoom, but still look recognizeable when zoomed out.
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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 :::

Mr. Orange

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Re: Meph's 64x Tileset - Alpha .03 - 5 of 16 lines done.
« Reply #39 on: October 25, 2013, 07:02:07 am »

I did my own 16x16 tileset, but I am fairly certain that I did delete everything I did on this experiment. I might try with a 48x in future, the biggest problem I found is making sprites/tiles that look detailed when you look at them with close zoom, but still look recognizeable when zoomed out.

Maybe the spacefox set is better suited for these higher resolutions?
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Dragoon209

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Re: Meph's 64x Tileset - Alpha .03 - 5 of 16 lines done.
« Reply #40 on: October 25, 2013, 12:58:56 pm »

I would agree, I'm taking a look at the scaled cartoon graphics, and it seems pretty nice!  I can imagine some of the items getting really out of hand when scaled back down though.

There is a neat program at http://scale2x.sourceforge.net/download.html  That lets you re-scale easily, and keeps the transparency.  I tried using the Tile Resize tool in the Utilities Page, but on Windows, it was a trial.  scripting this was easier.


Edit:  Screenshot

Spoiler (click to show/hide)
« Last Edit: October 25, 2013, 01:06:20 pm by Dragoon209 »
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SalmonGod

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Re: Meph's 64x Tileset - Alpha .03 - 5 of 16 lines done.
« Reply #41 on: November 03, 2013, 12:13:37 pm »

Stumbled across this and Spacefox recently.  Now I'm taking a second look at Ironhand for the first time in forever, and I've begun tinkering.... Aaaagh!

Never tried fooling around with DF's sprites before, but it doesn't seem too hard.  Just devours my weekend is all.
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Vabalokis

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Re: Meph's 64x Tileset - Alpha .03 - 5 of 16 lines done.
« Reply #42 on: November 03, 2013, 01:32:31 pm »

oh shit thats awesome
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Robsoie

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Re: Meph's 64x Tileset - Alpha .03 - 5 of 16 lines done.
« Reply #43 on: November 04, 2013, 01:25:11 pm »

I wish Toady would remove that minimum of 80 tiles width limitations, so you could really zoom in all the way at any time and benefit from the full tile/sprites unblurred quality when using this tileset without having to own a giant monitor.
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Roses

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Re: Meph's 64x Tileset - Alpha .03 - 5 of 16 lines done.
« Reply #44 on: February 06, 2014, 12:11:50 pm »

Is any work still progressing on this? I was thinking of making all graphics in my new mod 32x32, but 64x64 is very tempting...
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