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Author Topic: GemSet v1.41 [42.04]  (Read 343358 times)

DragonDePlatino

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #225 on: June 02, 2015, 01:39:13 pm »

All the buildings that are just items set up, like weaponrack, table, chair, etc, you already have the IDs for.

All you need to do is change the override you have for I:CHAIR to B:CHAIR, and I:TABLE to B:TABLE, etc. You can already do those without any TWBT update, because they are not workshops/furnaces. Overwriting them should not be a problem.

Yes, but then you still have things like Civzone, Construction and SiegeEngine. I don't have CIVZONE, CONSTRUCTION or SIEGEENGINE IDs so I don't know what overrides I'd need for those. Maybe SiegeEngine could be matched up to WEAPON_UPRIGHT or WEAPON? How could I tell?

It might be worth it to do the single-tile overrides like floodgates, wells and armor stands, though. I already have the graphics for those so I could put them in quick. I think I'll try that for the next update and override all of the non-workshop buildings.

Oh by the way, what's the plan for dead things? They usually revert to their tilesets; are you planning on overriding those as well, and if not, what are your plans?

Yeah, and creatures also revert to their tile if they move out of your view in Adventure Mode.

I've played around with several different ideas and none of them have been very elegant. One I'm considering right now is to assign each creature a generic tile based on their body type (kind of like body types in Pokemon). After that, whenever a creature moves out of view or becomes a corpse, it'll become this generic silouette of what it was before instead of an ASCII tile. Hmmm...BAMM! can override [CREATURE_TILE] right?

Button

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #226 on: June 02, 2015, 02:46:30 pm »

Yep, CREATURE_TILE is easy. :)
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fricy

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #227 on: June 02, 2015, 02:51:42 pm »

It might be worth it to do the single-tile overrides like floodgates, wells and armor stands, though. I already have the graphics for those so I could put them in quick. I think I'll try that for the next update and override all of the non-workshop buildings.

Spoiler: single tile buildings (click to show/hide)

DragonDePlatino

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #228 on: June 02, 2015, 10:57:04 pm »

OK then. Here's my idea. In order to fix the dead creatures being displayed as ASCII tiles, I've created this set of generic "tileset creatures".



Instead of being assigned a CREATURE_TILE based on the first letter of it's name, a creature will be assigned a tile based on it's general body shape. It's a very crude method, but it has some pleasant side-effects:

1. Out-of-view and dead creatures aren't ASCII any more.
2. Vermin, fish and other small creatures can have graphics now.
3. Engravings of creatures are no longer ASCII tiles.
4. If you don't like immersion-breaking creature graphics, you can disable them and get these simpler tileset creatures.
5. Mod developers can use tileset creatures as placeholders until they get proper creature graphics in. All they have to do is change the CREATURE_TILE of a critter to reflect this system. No new art needed.
6. Tileset artists can use GemSet raws and create custom tileset creatures instead of drawing all of the creature graphics. I like to think of this as an abstract middle ground between ASCII and full-blown creature tiles. Like CLA.
7. For modders, there are 19 empty slots left for tileset creatures.
8. Lastly, this system frees up a lot more tiles for tileset artists to use. There used to be some oddballs like floating guts and creepy crawlers that shared graphics with non-creature objects, but now everything uses the alphabet.

The only downside I could see to tileset creatures is that they require TWBT. Obviously, trying to use a tileset creatures in a text tileset will render your text unreadable. Oh, and if I'm confusing anyone, these are not meant to replace the current creature sprites. They're there to give the game something to fall back on whenever it cannot display a creature's sprite.
« Last Edit: June 02, 2015, 11:05:06 pm by DragonDePlatino »
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Kromtec

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #229 on: June 03, 2015, 03:42:34 am »

Is it possible to override the tiles for the various useable refuse items (bones, raw hides, hair, wool, teeth, ivory, horns, skulls, shells)?

Every other set I have seen has the same tile for all of these types of refuse. I base my early crafting affords heavily around these items. That involves a lot of stockpile management to get an overview only because they all look the same.

Meph

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #230 on: June 03, 2015, 04:11:25 am »

SUPER BONUS PLUS SIDE: ALT_TILE and FREQUENCY!

Check out the vanilla DF purring maggots. They writhe. Alt-tiles could never be done, because creatures use sprites. It only worked on vermin. If you can use alt-tiles, you can animate creatures, at least a little bit. Like an idle-animation.
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Dirst

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #231 on: June 03, 2015, 05:28:07 am »

These tiles are basically for corpses and vermin.  Maybe the same rectangle=animation envisioned for workshops could be applied to individual override graphics?  Of course that's a TWBT feature rather than a tile set feature, but would there be any interest?
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DragonDePlatino

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #232 on: June 03, 2015, 10:48:06 am »

Is it possible to override the tiles for the various useable refuse items (bones, raw hides, hair, wool, teeth, ivory, horns, skulls, shells)?

Every other set I have seen has the same tile for all of these types of refuse. I base my early crafting affords heavily around these items. That involves a lot of stockpile management to get an overview only because they all look the same.

I'm afraid not, man. :/ I've already given graphics to things like the different stones and picked plant growths, but I was only able to do that because I could reassign their tiles in the raws. If I could reassign the displayed tile of dropped body parts, I could have unique tiles for all of them.

These tiles are basically for corpses and vermin.  Maybe the same rectangle=animation envisioned for workshops could be applied to individual override graphics?  Of course that's a TWBT feature rather than a tile set feature, but would there be any interest?

To be honest, I'm not immediately interested in any new TWBT features. I want bugfixes. Fancy new colors, animated buildings and alpha transparency won't mean diddily-squat if the existing tile overrides continue to look like this:

Spoiler (click to show/hide)

SUPER BONUS PLUS SIDE: ALT_TILE and FREQUENCY!

Veeery interesting. So you're saying I can have a little 2-frame animation that goes off at random intervals like the evil grasses? I'll look into this and see if I can use up some of my empty slots for animated creatures.

Spoiler: single tile buildings (click to show/hide)

Oh, I forgot to thank you for this. This will help me out a lot, fricy!
« Last Edit: June 03, 2015, 10:52:42 am by DragonDePlatino »
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Meph

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #233 on: June 03, 2015, 12:43:01 pm »

Yes, you can use two tiles for each. No idea how feasable that is, but in theory is should be possible. Dont know how busy it would look if all creatures are suddenly animated all the time. There is only so much detail you can do.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
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DragonDePlatino

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #234 on: June 03, 2015, 12:59:28 pm »

Don't worry, I'm not gonna animate all the creatures. Right now, I'm just going to try and animate the vermin/fish. And if that ends up looking annoying...well...They don't call them vermin for nothing. :P



So with everything done, that leaves 11 slots in case modders introduce creatures with some really weird body shapes. Or if there ends up being any conflicts with menu/worldgen tiles and I need to remove that creature tile.
« Last Edit: June 03, 2015, 01:01:54 pm by DragonDePlatino »
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Kromtec

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #235 on: June 03, 2015, 02:07:28 pm »

Is it possible to override the tiles for the various useable refuse items (bones, raw hides, hair, wool, teeth, ivory, horns, skulls, shells)?

Every other set I have seen has the same tile for all of these types of refuse. I base my early crafting affords heavily around these items. That involves a lot of stockpile management to get an overview only because they all look the same.

I'm afraid not, man. :/ I've already given graphics to things like the different stones and picked plant growths, but I was only able to do that because I could reassign their tiles in the raws. If I could reassign the displayed tile of dropped body parts, I could have unique tiles for all of them.

No problem, maybe it will be possible in a future version of TWBT...

I hope mifki finds time to do the bugfixes soon. I reeeally want to play with this set, but I don't want to start a game till all the cool environment tiles are in.  :D

Clatch

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #236 on: June 03, 2015, 03:52:03 pm »

I hope mifki finds time to do the bugfixes soon. I reeeally want to play with this set, but I don't want to start a game till all the cool environment tiles are in.  :D

Just the opposite here.  I'd love to see a alpha release.

DragonDePlatino

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #237 on: June 03, 2015, 07:41:50 pm »

With all of my tileset creatures drawn, I'm about ready to start entering the new creature tiles in. One thing I'd like to do, though, is overhaul the creature colors and come up with a new system.

Currently, Dwarf Fortress colors a creature based on it's natural color. The problem with this is that you have animals like goats which can be lots of different colors, but they are always brown when they're ASCII. As a solution, I'd like to color creatures based on their utility instead. War trainable creatures get a color, hunter trainable creatures get a color, milk-producing animals get a color, etc. The question is, I'm not well-versed in the creatures of DF so I'm not sure how to break up my categories here. Anyone have any suggestions?

Just the opposite here.  I'd love to see a alpha release.

Trust me...the tile overrides look reaaaaally ugly and immersion-breaking in some situations. Everything is in, TWBT just doesn't display it properly. You can already see the problem with items if you put a bunch next to each other, though that happens less often.
« Last Edit: June 03, 2015, 07:44:44 pm by DragonDePlatino »
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mifki

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #238 on: June 03, 2015, 08:02:14 pm »

Trust me...the tile overrides look reaaaaally ugly and immersion-breaking in some situations. Everything is in, TWBT just doesn't display it properly. You can already see the problem with items if you put a bunch next to each other, though that happens less often.

I tried just now and couldn't reproduce your problem. Can you share part of your overrides config, required tileset, savegame - anything that could help me reproduce the problem on my machine?

DragonDePlatino

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #239 on: June 03, 2015, 08:19:35 pm »

I've gone ahead and PM'd you v1.3 of GemSet. Good luck. :)
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