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Author Topic: [0.40.24v00] Phoebus' Graphic Set  (Read 440260 times)

palu

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Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
« Reply #120 on: July 15, 2014, 09:20:50 pm »

Club and Spade are used by many plants for flowers and stuff like that.
It's not hard-coded, but I've not touched them yet.

The tree tiles are still being used on the map.

Anyway, I'm out of tile right now, so unless I move to TwbT, I won't be able to do much.
It's a one way jump, if I move to TwbT, then the tileset will be TwbT only. Or I'll have to support two independent tilesets.

I'd be nice if branches and twigs had a slightly different tile.
Yes it would, but I'm terrible at making organic tiles. I'll have to steal some leaf tiles from other tilesets. *scurries away*
In that case you might also consider stealing someone's minecraft textures.
Look what you've done!
Spoiler (click to show/hide)
Someone needs to make a minecraft tileset.
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Hmph, palu showing off that reading-the-instructions superpower.
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King Mir

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Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
« Reply #121 on: July 16, 2014, 02:16:15 am »

Map tree tiles are not hardcoded. The tile number for each tree is now being used to represent them on the map.
There's 4 deciduous trees (including willow and palm), 2 Coniferous, 2 Mushroom Trees, A cactus, and the dead tree.
That could be reduced.

Club and Spade are used by many plants for flowers and stuff like that.
It's not hard-coded, but I've not touched them yet.

The tree tiles are still being used on the map.

Anyway, I'm out of tile right now, so unless I move to TwbT, I won't be able to do much.
It's a one way jump, if I move to TwbT, then the tileset will be TwbT only. Or I'll have to support two independent tilesets.
What about tile 245, the bottom of the integral sign? Is that used anywhere?

You might also consider using the tree tiles for sapping tiles now. That gets you a couple of tiles.

Tiles 18 and 42 might be usable as flowers as is.

Quote
I'd be nice if branches and twigs had a slightly different tile.
Yes it would, but I'm terrible at making organic tiles. I'll have to steal some leaf tiles from other tilesets. *scurries away*
In that case you might also consider stealing someone's minecraft textures.
Look what you've done!
Spoiler (click to show/hide)
That looks good. It tiles better than the branch tile even.
« Last Edit: July 16, 2014, 02:18:31 am by King Mir »
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Phoebus

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Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
« Reply #122 on: July 16, 2014, 11:29:55 am »

What about tile 245, the bottom of the integral sign? Is that used anywhere?

You might also consider using the tree tiles for sapping tiles now. That gets you a couple of tiles.

Tiles 18 and 42 might be usable as flowers as is.
244 is the Willow tile. 245 was my one free tile that I was using for the new leaf tile.

Look what you've done!
Spoiler (click to show/hide)
That looks good. It tiles better than the branch tile even.
This new doubled texture does look nice. It's a classic leaf texture that everyone knows. I'm not sure of the brightness and contrast, but I can fix that anytime I want.
Spoiler: Bright vs Dim (click to show/hide)

Edit.: I'm sticking with dimmer leaves for now, they work better overall with the tileset and the readability of the map.
« Last Edit: July 16, 2014, 12:05:40 pm by Phoebus »
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Phoebus

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Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
« Reply #123 on: July 16, 2014, 11:59:55 am »

Which is your favorite core tile for Caps? Trunk, Center or Pillar?
Spoiler: Trunk (click to show/hide)
Spoiler: Center (click to show/hide)
Spoiler: Pillar (click to show/hide)
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Meph

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Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
« Reply #124 on: July 16, 2014, 12:01:30 pm »

Trunk :)
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Raul

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salithus

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Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
« Reply #126 on: July 16, 2014, 12:14:19 pm »

Trunk here too
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sal880612m

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Phoebus

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Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
« Reply #128 on: July 16, 2014, 01:34:01 pm »

Until next update, you can use the trunk tile for giant mushrooms by editing d_init.txt:
[TREE_CAP_PILLAR:10]
[TREE_CAP_PILLAR_DEAD:10]
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Phoebus

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Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
« Reply #129 on: July 16, 2014, 01:50:43 pm »

I think it looks pretty good. More appropriate that individual trees. Although we won't be able to tell at a glance between coniferous, deciduous, swamp(willow), and tropical forests.
The grey forests are Feather Trees.
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palu

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Hmph, palu showing off that reading-the-instructions superpower.
The internet encourages thoughtful, intelligent discussion and if you disagree I hate you.

sal880612m

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Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
« Reply #131 on: July 16, 2014, 02:58:03 pm »

I think it looks pretty good. More appropriate that individual trees. Although we won't be able to tell at a glance between coniferous, deciduous, swamp(willow), and tropical forests.
The grey forests are Feather Trees.

That will taking some getting used to. It does seem more appropriate though.

Edit:removed image from qoute.
« Last Edit: July 17, 2014, 12:50:41 am by sal880612m »
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NullForceOmega

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Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
« Reply #133 on: July 16, 2014, 04:10:16 pm »

I'll be odd man out, I like the center tile.
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Phoebus

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Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
« Reply #134 on: July 16, 2014, 04:26:11 pm »

Sadly, the forest biome tiles are still partially hardcoded. It's common to still see some Willows (244), Pine (24) and Palm (226) even if no tree use those tiles.
There's also a bug with 'Conifer Forest' because most do not contain any conifers.

Forest Biomes: (the primary tile can be overridden by individual [TREE_TILE:x], the secondary tile (in swamp) cannot)
Swamp Biome = Tile 244, Willow (and 34, Shrub)
Conifer Forest = Tile 24, Pine
Broadleaf Forest = Tile 6, Broadleaf Tree (Almost always covered by individual tree tiles)
Tropical Forest = Tile 226, Palm/Weight

Non-Forest Biomes: (individual tree tiles do not override the biome tiles)
Hill = Tile 239, Hill/Slab (and 110, 'n'/Hill)
Savanna = Tile 252, Long Grass (and 34, Shrub)
Shrubland = Tile 231, Sappling (and 34, Shrub)
Grassland = Tile 46, '.'/Rough Floor/Grass (and 252, Long Grass)
Badlands = Tile 251, Weapon Rack (and 252, Long Grass)
Desert = Tile 247, Water/Sand (and 126, Water/Sand)
Marsh = Tile 34, Shrub (and 252, Long Grass)
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