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Author Topic: GemSet v1.41 [42.04]  (Read 345949 times)

DragonDePlatino

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #165 on: May 27, 2015, 01:09:22 pm »

Oh yeah! I almost forgot about BAMM! Did I get the input syntax almost correct by accident? Would something like this work better? I couldn't find any ITEM_SYMBOL, BUILD_COLOR or BASIC_COLOR tags for the soil but I found some for the stones.

Spoiler (click to show/hide)

Also, would there be any way for users to run a BAMM! script without having Python? I'd love to include a little executable in the GemSet download. It would make installation so much easier. ^u^
« Last Edit: May 27, 2015, 01:12:18 pm by DragonDePlatino »
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Button

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #166 on: May 27, 2015, 02:06:56 pm »

Not by accident! The input syntax is just "Raws with valid graphics tags."

Yeah, those tags are optional, which is why it's so important that they be included if you want them.

I can package it up as an exe, but it's in an alpha state right now so I'd hate to give anyone a false sense of its completeness. (For example, at the moment it doesn't allow you to specify files that should be copied over from the graphics directory wholesale.) But, if it would help you, I can certainly make an exe of the alpha.
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DragonDePlatino

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #167 on: May 27, 2015, 02:16:40 pm »

Ahhh. So you haven't compiled Bamm! because it's in alpha. From my experience with PyGame, I learned that compiling Python code can be difficult with certain libraries. I thought that was the issue.

In that case, I'll wait patiently for a full release. As long as an executable is eventually planned it's a'ite. :)

Dirst

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #168 on: May 28, 2015, 11:05:07 am »

I agree on what has been said. Changing tilenumbers still allows you to drag&drop your tileset raws into vanilla, and if people do mod, it's their responsibility. Many mods dont even touch vanilla files, instead add new files.
I'd appreciate the documented raw changes so that I can support GemSet in my mod.  The stuff in inorganic_stone_layer.txt is the most salient and I modeled my plants after what a graphics set used for strawberries in plant_standard.txt.  Now that plants are actually working, I'll probably re-work everything based on grapes.

At some point I will get off my virtual butt and make TWBT overrides for all of my stuff, but I want to make sure mifki is done with major format-changing new features.

I have no problem adding GemSet as a supported graphics set for The Earth Strikes Back, but I'll need to be careful how it's documented.  Up to what version of GemSet leaves inorganic_stone_layer.txt and plant_standard.txt untouched?
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LeoCean

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #169 on: May 28, 2015, 12:48:38 pm »

It'd be better to not include tags with your documented changes. It shouldn't matter however if it's not in the raw/objects folder.

The current version shouldn't include his overrides for soil and the like so at least 1.2 and below hasn't been changed.
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DragonDePlatino

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #170 on: May 28, 2015, 01:32:59 pm »

I'd appreciate the documented raw changes so that I can support GemSet in my mod.  The stuff in inorganic_stone_layer.txt is the most salient and I modeled my plants after what a graphics set used for strawberries in plant_standard.txt.  Now that plants are actually working, I'll probably re-work everything based on grapes.

At some point I will get off my virtual butt and make TWBT overrides for all of my stuff, but I want to make sure mifki is done with major format-changing new features.

I have no problem adding GemSet as a supported graphics set for The Earth Strikes Back, but I'll need to be careful how it's documented.  Up to what version of GemSet leaves inorganic_stone_layer.txt and plant_standard.txt untouched?

Hmm! This was exactly what I'm talking about. I said mods like yours with soil/stone/plant overhauls would have difficulty adding support.

However...I've been experimenting with BAMM! and I'm having different thoughts now. Using BAMM! is as easy as changing 3 lines in a file, writing a graphics-only raw file and running a script. If you wanted to add GemSet support for, say, soils, you'd just add your new soils to the bottom of this graphics-only raw file and BAMM! would install it for you.

Code: [Select]
[INORGANIC:LOAM]
[DISPLAY_COLOR:4:4:1][TILE:178]

[INORGANIC:LOAMY_SAND]
[DISPLAY_COLOR:6:6:1][TILE:178]

[INORGANIC:PEAT]
[DISPLAY_COLOR:0:4:1][TILE:178]

[INORGANIC:SANDY_CLAY_LOAM]
[DISPLAY_COLOR:7:4:0][TILE:178]

[INORGANIC:SANDY_LOAM]
[DISPLAY_COLOR:6:4:0][TILE:178]

[INORGANIC:SILT]
[DISPLAY_COLOR:0:6:1][TILE:178]

[INORGANIC:SILTY_CLAY_LOAM]
[DISPLAY_COLOR:7:6:0][TILE:178]

[INORGANIC:SILT_LOAM]
[DISPLAY_COLOR:4:6:1][TILE:178]

[INORGANIC:PELAGIC_CLAY]
[DISPLAY_COLOR:5:5:1][TILE:7]

[INORGANIC:SILICEOUS_OOZE]
[DISPLAY_COLOR:6:6:1][TILE:7]

[INORGANIC:CALCAREOUS_OOZE]
[DISPLAY_COLOR:7:7:1][TILE:7]

[INORGANIC:SAND_TAN]
[DISPLAY_COLOR:0:6:1][TILE:177]

[INORGANIC:SAND_BLACK]
[DISPLAY_COLOR:0:0:1][TILE:177]

[INORGANIC:SAND_RED]
[DISPLAY_COLOR:4:4:1][TILE:177]

[INORGANIC:SAND_WHITE]
[DISPLAY_COLOR:7:7:1][TILE:177]

[INORGANIC:SAND_YELLOW]
[DISPLAY_COLOR:6:6:1][TILE:177]

[INORGANIC:CLAY]
[DISPLAY_COLOR:7:7:1][TILE:176]

[INORGANIC:CLAY_LOAM]
[DISPLAY_COLOR:4:4:1][TILE:176]

[INORGANIC:SANDY_CLAY]
[DISPLAY_COLOR:6:6:1][TILE:176]

[INORGANIC:SILTY_CLAY]
[DISPLAY_COLOR:0:6:1][TILE:176]

[INORGANIC:FIRE_CLAY]
[DISPLAY_COLOR:4:6:1][TILE:176]

For GemSet, all of the topsoils use tile 178, ocean floors use 7, sands use 177 and clays use 176. If you're curious, this is how the new soils look in the default colors. They'll look a little nicer in-game because I'm applying a shading effect to the foreground to balance the contrast.

Anyways, GemSet v1.21 has no edits to the raws but future versions will. For the next version, I'm planning to create custom raws for soils, stones, veins and gems. Plants will be coming a little later, because they will be much more complicated.
« Last Edit: May 28, 2015, 01:36:35 pm by DragonDePlatino »
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Button

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #171 on: May 28, 2015, 01:37:46 pm »

However...I've been experimenting with BAMM! and I'm having different thoughts now. Using BAMM! is as easy as changing 3 lines in a file, writing a graphics-only raw file and running a script. If you wanted to add GemSet support for, say, soils, you'd just add your new soils to the bottom of this graphics-only raw file and BAMM! would install it for you.

(actually you don't even need to make a graphics-only raw file, you can use any raws that have the graphics you want already installed.)
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Dirst

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #172 on: May 28, 2015, 02:32:16 pm »

I wouldn't call it "difficult" to add support, so long as the raw changes are stable.  In a nutshell, there are some special stones that visually mimic the layer stones. If BAMM! can reference the appearance of a different inorganic then it'd allow me to support arbitrary graphics (something like how you can reference creature and plant materials defined elsewhere).

But my mod is a special case of trying to hide things in plain sight, and I don't really expect a general purpose tool to do this weird task.

By the way, your work to date looks awesome!
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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #173 on: May 28, 2015, 03:27:29 pm »

If BAMM! can reference the appearance of a different inorganic then it'd allow me to support arbitrary graphics (something like how you can reference creature and plant materials defined elsewhere).

(Not yet, but I bet you could do that with PyDwarf.)
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DragonDePlatino

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #174 on: May 28, 2015, 04:41:58 pm »

With the soil finished, I'll be moving onto drawing all of the stones/veins/gems of the game. And since TWBT has given me as many tiles as I'd like to work with, I figured I'd overhaul how the stones are displayed. In an attempt to make DF less of a guide game, I'd like to introduce a system where you can tell the value, usage and magma-safeness of a stone at a glance. Here's how I plan to do that.



And of course, the foreground will get a different color depending on the material. These tiles aren't final, either, and I'm open to feedback and criticism. Also, I'm aware a huge majority of these tiles would remain unused in vanilla DF. I just want to include everything in case modders would have a use for them.

And while I'm at it, I'll go ahead and take down the walls poll. Wall perspective 1 won by a landslide and I like it a lot myself, so that's the one I'll be using.
« Last Edit: May 28, 2015, 04:44:14 pm by DragonDePlatino »
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Meph

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #175 on: May 28, 2015, 05:00:17 pm »

Whats smelting ingredient and flammable?

Unmineable is only slade, I'd use something else than the X. Make it look nice, it only exists in hell anyway.

Where is fuel? Bitumen and lignite. Thats what you mean with flammable?

Flammeable magmasafe seems.... impossible, same for non-magmasafe unmineable.

I'd like to see some lines/connections. Especially for ores, because they exist as veins. Would make sense if their icons touch with the next tile, forming a vein.

I'd use the one-large-icon for the actual item (aka the mined ore, mined gem, mined fuel), and keep the 1-4 icons for the value.
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DragonDePlatino

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #176 on: May 28, 2015, 06:05:24 pm »

Nice suggestions! I've made some tweaks.

Spoiler (click to show/hide)

Smelting ingredient was intended for things like alloy components, but now that I think about it it'd be best to just merge that with ores. I also renamed flammable to fuel and removed some of the combinations even modders wouldn't use.

I originally planned to have connected soil/stone and drew about a dozen more realistic textures, but I scrapped the idea because it really emphasizes the borders between stone and soil types. As a compromise, I made the stones a bit more natural-looking and I'll be including any scrapped textures in the download in case people wanna swap 'em out. You know, like those unused graphics at the bottom of _overrides_items.png.

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #177 on: May 28, 2015, 06:11:52 pm »

I reaaaaaaallllllyyyy like those, the flux and fuel having the layers is cool as shit too.
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PeridexisErrant

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #178 on: May 28, 2015, 06:47:44 pm »

Those look awesome!
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Clatch

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #179 on: May 28, 2015, 09:50:52 pm »

Yeah, the modified version looks amazing.  I think the fact that I might be tossing out my cheat sheet would be even more amazing.  Where did Toady college at anyway?  School of Mines?
« Last Edit: May 28, 2015, 10:04:36 pm by Clatch »
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