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Author Topic: Text Will Be Text - dfhack plugin  (Read 802185 times)

Obsidian Soul

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Re: Text Will Be Text - dfhack plugin
« Reply #1425 on: January 09, 2015, 02:05:38 pm »

Thank you very much! Exactly what I needed. For future reference and help to other tileset creators, I'll list the default items which have subtypes here (for now, the only thing important are the numbers):

Code: [Select]
item_ammo.txt

0 [ITEM_AMMO:ITEM_AMMO_BOLTS]
1 [ITEM_AMMO:ITEM_AMMO_ARROWS]
2 [ITEM_AMMO:ITEM_AMMO_BLOWDARTS]

item_armor.txt

0 [ITEM_ARMOR:ITEM_ARMOR_BREASTPLATE]
1 [ITEM_ARMOR:ITEM_ARMOR_MAIL_SHIRT]
2 [ITEM_ARMOR:ITEM_ARMOR_LEATHER]
3 [ITEM_ARMOR:ITEM_ARMOR_COAT]
4 [ITEM_ARMOR:ITEM_ARMOR_SHIRT]
5 [ITEM_ARMOR:ITEM_ARMOR_CLOAK]
6 [ITEM_ARMOR:ITEM_ARMOR_TUNIC]
7 [ITEM_ARMOR:ITEM_ARMOR_TOGA]
8 [ITEM_ARMOR:ITEM_ARMOR_CAPE]
9 [ITEM_ARMOR:ITEM_ARMOR_VEST]
10 [ITEM_ARMOR:ITEM_ARMOR_DRESS]
11 [ITEM_ARMOR:ITEM_ARMOR_ROBE]


item_food.txt

0 [ITEM_FOOD:ITEM_FOOD_BISCUITS]
1 [ITEM_FOOD:ITEM_FOOD_STEW]
2 [ITEM_FOOD:ITEM_FOOD_ROAST]

item_gloves.txt

0 [ITEM_GLOVES:ITEM_GLOVES_GAUNTLETS]
1 [ITEM_GLOVES:ITEM_GLOVES_GLOVES]
2 [ITEM_GLOVES:ITEM_GLOVES_MITTENS]

item_helm.txt

0 [ITEM_HELM:ITEM_HELM_HELM]
1 [ITEM_HELM:ITEM_HELM_CAP]
2 [ITEM_HELM:ITEM_HELM_HOOD]
3 [ITEM_HELM:ITEM_HELM_TURBAN]
4 [ITEM_HELM:ITEM_HELM_MASK]
5 [ITEM_HELM:ITEM_HELM_VEIL_HEAD]
6 [ITEM_HELM:ITEM_HELM_VEIL_FACE]
7 [ITEM_HELM:ITEM_HELM_SCARF_HEAD]

item_instrument.txt

0 [ITEM_INSTRUMENT:ITEM_INSTRUMENT_FLUTE]
1 [ITEM_INSTRUMENT:ITEM_INSTRUMENT_TRUMPET]
2 [ITEM_INSTRUMENT:ITEM_INSTRUMENT_HARP]
3 [ITEM_INSTRUMENT:ITEM_INSTRUMENT_DRUM]
4 [ITEM_INSTRUMENT:ITEM_INSTRUMENT_PICCOLO]

item_pants.txt

0 [ITEM_PANTS:ITEM_PANTS_PANTS]
1 [ITEM_PANTS:ITEM_PANTS_GREAVES]
2 [ITEM_PANTS:ITEM_PANTS_LEGGINGS]
3 [ITEM_PANTS:ITEM_PANTS_LOINCLOTH]
4 [ITEM_PANTS:ITEM_PANTS_THONG]
5 [ITEM_PANTS:ITEM_PANTS_SKIRT]
6 [ITEM_PANTS:ITEM_PANTS_SKIRT_SHORT]
7 [ITEM_PANTS:ITEM_PANTS_SKIRT_LONG]
8 [ITEM_PANTS:ITEM_PANTS_BRAIES]


item_shield.txt

0 [ITEM_SHIELD:ITEM_SHIELD_SHIELD]
1 [ITEM_SHIELD:ITEM_SHIELD_BUCKLER]

item_shoes.txt

0 [ITEM_SHOES:ITEM_SHOES_SHOES]
1 [ITEM_SHOES:ITEM_SHOES_BOOTS]
2 [ITEM_SHOES:ITEM_SHOES_BOOTS_LOW]
3 [ITEM_SHOES:ITEM_SHOES_SANDAL]
4 [ITEM_SHOES:ITEM_SHOES_CHAUSSE]
5 [ITEM_SHOES:ITEM_SHOES_SOCKS]

item_siegeammo.txt

0 [ITEM_SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]

item_tool.txt

0 [ITEM_TOOL:ITEM_TOOL_CAULDRON]
1 [ITEM_TOOL:ITEM_TOOL_LADLE]
2 [ITEM_TOOL:ITEM_TOOL_BOWL]
3 [ITEM_TOOL:ITEM_TOOL_MORTAR]
4 [ITEM_TOOL:ITEM_TOOL_PESTLE]
5 [ITEM_TOOL:ITEM_TOOL_KNIFE_CARVING]
6 [ITEM_TOOL:ITEM_TOOL_KNIFE_BONING]
7 [ITEM_TOOL:ITEM_TOOL_KNIFE_SLICING]
8 [ITEM_TOOL:ITEM_TOOL_KNIFE_MEAT_CLEAVER]
9 [ITEM_TOOL:ITEM_TOOL_FORK_CARVING]
10 [ITEM_TOOL:ITEM_TOOL_NEST_BOX]
11 [ITEM_TOOL:ITEM_TOOL_JUG]
12 [ITEM_TOOL:ITEM_TOOL_LARGE_POT]
13 [ITEM_TOOL:ITEM_TOOL_HIVE]
14 [ITEM_TOOL:ITEM_TOOL_HONEYCOMB]
15 [ITEM_TOOL:ITEM_TOOL_POUCH]
16 [ITEM_TOOL:ITEM_TOOL_MINECART]
17 [ITEM_TOOL:ITEM_TOOL_WHEELBARROW]
18 [ITEM_TOOL:ITEM_TOOL_STEPLADDER]

item_toy.txt

0 [ITEM_TOY:ITEM_TOY_PUZZLEBOX]
1 [ITEM_TOY:ITEM_TOY_BOAT]
2 [ITEM_TOY:ITEM_TOY_HAMMER]
3 [ITEM_TOY:ITEM_TOY_AXE]
4 [ITEM_TOY:ITEM_TOY_MINIFORGE]

item_trapcomp.txt

0 [ITEM_TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]
1 [ITEM_TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
2 [ITEM_TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]
3 [ITEM_TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]
4 [ITEM_TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE]

item_weapon.txt

0 [ITEM_WEAPON:ITEM_WEAPON_WHIP]
1 [ITEM_WEAPON:ITEM_WEAPON_AXE_BATTLE]
2 [ITEM_WEAPON:ITEM_WEAPON_HAMMER_WAR]
3 [ITEM_WEAPON:ITEM_WEAPON_SWORD_SHORT]
4 [ITEM_WEAPON:ITEM_WEAPON_SPEAR]
5 [ITEM_WEAPON:ITEM_WEAPON_MACE]
6 [ITEM_WEAPON:ITEM_WEAPON_CROSSBOW]
7 [ITEM_WEAPON:ITEM_WEAPON_PICK]
8 [ITEM_WEAPON:ITEM_WEAPON_BOW]
9 [ITEM_WEAPON:ITEM_WEAPON_BLOWGUN]
10 [ITEM_WEAPON:ITEM_WEAPON_PIKE]
11 [ITEM_WEAPON:ITEM_WEAPON_HALBERD]
12 [ITEM_WEAPON:ITEM_WEAPON_SWORD_2H]
13 [ITEM_WEAPON:ITEM_WEAPON_SWORD_LONG]
14 [ITEM_WEAPON:ITEM_WEAPON_MAUL]
15 [ITEM_WEAPON:ITEM_WEAPON_AXE_GREAT]
16 [ITEM_WEAPON:ITEM_WEAPON_DAGGER_LARGE]
17 [ITEM_WEAPON:ITEM_WEAPON_SCOURGE]
18 [ITEM_WEAPON:ITEM_WEAPON_FLAIL]
19 [ITEM_WEAPON:ITEM_WEAPON_MORNINGSTAR]
20 [ITEM_WEAPON:ITEM_WEAPON_SCIMITAR]
21 [ITEM_WEAPON:ITEM_WEAPON_AXE_TRAINING]
22 [ITEM_WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING]
23 [ITEM_WEAPON:ITEM_WEAPON_SPEAR_TRAINING]

Cheers!  :)

DragonDePlatino

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Re: Text Will Be Text - dfhack plugin
« Reply #1426 on: January 10, 2015, 12:39:18 am »

Hmm...quick question. Is it possible to have different variations of a single tile spread randomly? Like how vanilla DF has grass variations of ,.`'?

mifki

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Re: Text Will Be Text - dfhack plugin
« Reply #1427 on: January 10, 2015, 01:30:18 am »

Hmm...quick question. Is it possible to have different variations of a single tile spread randomly? Like how vanilla DF has grass variations of ,.`'?

Currently no. Easy to implement though. What do you want this for?

Obsidian Soul

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Re: Text Will Be Text - dfhack plugin
« Reply #1428 on: January 10, 2015, 01:36:35 am »

Hmm...quick question. Is it possible to have different variations of a single tile spread randomly? Like how vanilla DF has grass variations of ,.`'?

Currently no. Easy to implement though. What do you want this for?

Variation! :D I second this request. It would make boulders, tree leaves, water, and ground look less uniform and more natural.

mifki

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Re: Text Will Be Text - dfhack plugin
« Reply #1429 on: January 10, 2015, 01:48:41 am »

Hmm...quick question. Is it possible to have different variations of a single tile spread randomly? Like how vanilla DF has grass variations of ,.`'?

Currently no. Easy to implement though. What do you want this for?

Variation! :D I second this request. It would make boulders, tree leaves, water, and ground look less uniform and more natural.

Ok, I'll make it accept tile number range (xx-yy) in override specification instead of a single number.

Obsidian Soul

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Re: Text Will Be Text - dfhack plugin
« Reply #1430 on: January 10, 2015, 02:06:47 am »

AWESOME!

Meph

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Re: Text Will Be Text - dfhack plugin
« Reply #1431 on: January 10, 2015, 03:27:46 am »

Why didnt I think of that? Thats a brilliant idea, especially for water/magma tiles, semimolten rock, slade and chasms. Everything that forms a large area.
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LeoCean

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Re: Text Will Be Text - dfhack plugin
« Reply #1432 on: January 10, 2015, 06:04:40 am »

Also the beds and cabinets, it will be sims in 2d. It may not have been thought about cause no doubt it's going to cause some fps drop, I'd imagine items you see one day will look different the next? So tile magic where the magic is magical but it would be neat if it worked like we imagined it would when we first saw that idea. Really wish Toady would hire someone to work on that stuff he won't touch.
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Erendir

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Re: Text Will Be Text - dfhack plugin
« Reply #1434 on: January 10, 2015, 06:40:27 am »

maybe you can use some sort of hash-function from coordinates to determine the tile to be used.
Like, for example, there is a boulder with 3 possible tiles. Instead of running random(3) every time, you can, for example, sum the coordinates and calculate the remainder after division by 3. if x+y+z = 124 = 1 mod 3, use 2nd tile. (maybe for more variation instead of x+y+z some other function can be used)
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mifki

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Re: Text Will Be Text - dfhack plugin
« Reply #1435 on: January 10, 2015, 06:53:51 am »

Oh, I haven't even started thinking about it, but you're right, it can't be completely random because in that case image would change each time tile is updated on screen, eg. when scrolling map.

PeridexisErrant

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Re: Text Will Be Text - dfhack plugin
« Reply #1436 on: January 10, 2015, 07:19:37 am »

Oh, I haven't even started thinking about it, but you're right, it can't be completely random because in that case image would change each time tile is updated on screen, eg. when scrolling map.
Instead of running random(3) every time, you can, for example, sum the coordinates and calculate the remainder after division by 3. if x+y+z = 124 = 1 mod 3, use 2nd tile. (maybe for more variation instead of x+y+z some other function can be used)

This specific proposal would lead to diagonal tiling in the XY plane.  A pseudorandom function or hashing would help with that, at the cost of increased compute demand.  I think it would still be worth it to find a reasonably lightweight way to avoid small-feature tiling, since a common use case will be grass, water, semimolten rock, etc in large blocks.
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Erendir

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Re: Text Will Be Text - dfhack plugin
« Reply #1437 on: January 10, 2015, 08:14:35 am »

Oh, I haven't even started thinking about it, but you're right, it can't be completely random because in that case image would change each time tile is updated on screen, eg. when scrolling map.
Instead of running random(3) every time, you can, for example, sum the coordinates and calculate the remainder after division by 3. if x+y+z = 124 = 1 mod 3, use 2nd tile. (maybe for more variation instead of x+y+z some other function can be used)

This specific proposal would lead to diagonal tiling in the XY plane.  A pseudorandom function or hashing would help with that, at the cost of increased compute demand.  I think it would still be worth it to find a reasonably lightweight way to avoid small-feature tiling, since a common use case will be grass, water, semimolten rock, etc in large blocks.

You are right, but it was just an illustration of the idea. I experimented a little, and I like following function:
100*sin(997*x^3+993*y^5) mod N
(rounded somewhere on the way of course)

Spoiler (click to show/hide)
« Last Edit: January 10, 2015, 08:23:55 am by Erendir »
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DragonDePlatino

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Re: Text Will Be Text - dfhack plugin
« Reply #1438 on: January 10, 2015, 12:42:46 pm »

Currently no. Easy to implement though. What do you want this for?

When I originally posted this idea, this is the image I had in mind:



Two grass tiles, and two dirt tiles. Each one has a simple 50/50 chance of being dispersed. Anything more than that, and the tiling effect would probably drain a lot of FPS (which isn't worth it for such a subtle effect). And as long as you pay careful attention to how you design your tiles, it's possible to "break the grid" with only two tiles.

Bloax

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Re: Text Will Be Text - dfhack plugin
« Reply #1439 on: January 10, 2015, 01:41:05 pm »

How extensive is the tile overriding functionality?
Can you override graphics by material? Quality?

Is there a test map to see all the overrides?
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oh_no
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