Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 19 20 [21] 22 23 ... 39

Author Topic: GemSet v1.41 [42.04]  (Read 343315 times)

PeridexisErrant

  • Bay Watcher
  • Dai stihó, Hrasht.
    • View Profile
Re: (24x24 / 48x48) GemSet v1.3 [40.24]
« Reply #300 on: June 07, 2015, 07:06:49 pm »

That is how you install GemSet from scratch into Vanilla DF if you are running Windows. It is an absolute mess of an install and is not user-friendly at all. As much as it pains me to say this, I would hold off on using GemSet until I add a preinstalled version or until PeridexisErrant resolves the crashing issues with the LNP.

The crashes are out of my hands - Fricy maintains the OSX pack, and it's been a while since an update because he's so busy.  I've had the usual few reports of TwbT causing crashes or flickering on very old graphics hardware, but that's hardly a Gemset problem. 

Simpler instructions:
  • Download and unzip a copy DF 40.24
  • Download GemSet, and copy the contents of Gemset 24px into the DF dir, and override conflicting files.
  • Download the latest DFHack release and extract to the DF folder, again overriding conflicting files.
  • Download and follow install instructions for TwbT (ie put latest plugins in <df>/hack/plugins/)

Making sure step #2 works was a goal when I designed PyLNP's storage formats.  You can't merge five mods and a graphics pack by overriding files, but you can certainly install one thing :)
Logged
I maintain the DF Starter Pack - over a million downloads and still counting!
 Donations here.

DragonDePlatino

  • Bay Watcher
  • [HABIT:COLLECT_WEALTH]
    • View Profile
Re: (24x24 / 48x48) GemSet v1.3 [40.24]
« Reply #301 on: June 07, 2015, 07:27:38 pm »

Scanned through and that looks about right :).

Nice! After experimenting a bit I decided I'd just categorize everything visually. There will be bushes, grains, bulbs, etc and they will have different graphics depending if they are covered in leaves, flowers, fruit, etc. I wanna nab all of the possible combinations, draw them, then come up with some some ASCII tiles once I'm done. Here's what I've got so far:

Spoiler: Plant categorization (click to show/hide)

The crashes are out of my hands - Fricy maintains the OSX pack, and it's been a while since an update because he's so busy.  I've had the usual few reports of TwbT causing crashes or flickering on very old graphics hardware, but that's hardly a Gemset problem.

Heh. I think I'm starting to understand how DF modding works.

"I'm just drawing the graphics, you should ask the LNP maintainer."
"I'm just maintaining the LNP, you should ask the LNP programmer."
"I'm just the LNP programmer, you should ask the TWBT programmer."
"I'm just the TWBT programmer, you should ask the DFHack programmer."
"Ask Toady."

That is a rather elegant way to sum up the installation, though. I'll go ahead and add it to the OP.

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: (24x24 / 48x48) GemSet v1.3 [40.24]
« Reply #303 on: June 07, 2015, 09:39:57 pm »

And thankfully, you usually only have to go one or two steps to get a person you actually need, since most people aren't aware only of the levels adjacent.

DragonDePlatino

  • Bay Watcher
  • [HABIT:COLLECT_WEALTH]
    • View Profile
Re: (24x24 / 48x48) GemSet v1.3 [40.24]
« Reply #304 on: June 08, 2015, 02:55:37 am »

Slow progress today, but progress nevertheless. I've done lots of little fixes here and there along with most of the plants.



From top to bottom we've got bushes, stalks, hanging vines, creeping vines, bulbs and grains. From left to right we have all of the different growths. I've still got mushrooms and some of the more exotic plants to draw, but most of the crop and garden plants are here. Flowers, fruits and pods will all be handled with background color.

Dibujor

  • Bay Watcher
  • ... taken by a fey mood
    • View Profile
    • My portfolio
Re: (24x24 / 48x48) GemSet v1.3 [40.24]
« Reply #305 on: June 08, 2015, 04:12:42 am »

Hey, those look great! :)

You  know you're somewhat creating standards don't you?. Apart from following your raws on my tileset I'll try to adapt the visual distinction designs you're making for stones, plants, etc to my style, so people  can have some common visual references no matter what tileset they use :)
Logged

Max™

  • Bay Watcher
  • [CULL:SQUARE]
    • View Profile
Re: (24x24 / 48x48) GemSet v1.3 [40.24]
« Reply #306 on: June 08, 2015, 05:34:04 am »

I gotta admit it's fascinating watching the process, I remember wondering how it worked out back when the standard graphics sets were being made, and I was pretty sure that the lack of resources for 24x24 and larger sets was a big part of why there weren't as many options past the 16x16 scale.

Part of why I jumped in right off the bat to test and encourage, I love having talented artists around to make this stuff. I can pick up coding, I can pick up modding, picking up pixel-art isn't nearly the same thing. God knows the attempts I've made at trying to edit sets directly (rather than cut+paste existing stuff) were endless sources of frustration.
Logged

Kromtec

  • Bay Watcher
    • View Profile
Re: (24x24 / 48x48) GemSet v1.3 [40.24]
« Reply #307 on: June 08, 2015, 06:27:39 am »

Slow progress today, but progress nevertheless. I've done lots of little fixes here and there along with most of the plants.



From top to bottom we've got bushes, stalks, hanging vines, creeping vines, bulbs and grains. From left to right we have all of the different growths. I've still got mushrooms and some of the more exotic plants to draw, but most of the crop and garden plants are here. Flowers, fruits and pods will all be handled with background color.

Exciting to see more and more cool features! I can't wait to have them ingame.

Now that a lot of the symbols and shapes are finalized, can you make a quick reference in your first post in this thread? Similar to how Phoebus made it:
Symbol Chart (Outdated):
Spoiler: Rocks and stuff (click to show/hide)
Spoiler: Plants and Herbs (click to show/hide)

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile
Re: (24x24 / 48x48) GemSet v1.3 [40.24]
« Reply #308 on: June 08, 2015, 12:46:26 pm »

Slow progress today, but progress nevertheless. I've done lots of little fixes here and there along with most of the plants.



From top to bottom we've got bushes, stalks, hanging vines, creeping vines, bulbs and grains. From left to right we have all of the different growths. I've still got mushrooms and some of the more exotic plants to draw, but most of the crop and garden plants are here. Flowers, fruits and pods will all be handled with background color.

For the grains, are you planning on leaving it as just alive vs dead, or are you going to add a flowering state and just didn't have it done yet by the time you posted that graphic?

Also, you say fruit & flowers & pods are based on background color - I take it that the other part will vary with foreground color? I ask because if not, it would be nice to have a green variant of the "dead" graphic to indicate a living plant with its leaves missing.

Also also, how are you categorizing amaranths? If you haven't looked into it, amaranths are leafy vegetables with huge flower heads that turn into huge seed heads. Amaranths you might be familiar with from real life include quinoa and spinach. The "grain" plant graphics you have seem representative of cereals - are amaranths going to be grouped with them based on their grain, or grouped with tall shrubs based on their leafiness?

Spoiler: Amaranth is gorgeous (click to show/hide)

Looking great so far as usual :)
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

DragonDePlatino

  • Bay Watcher
  • [HABIT:COLLECT_WEALTH]
    • View Profile
Re: (24x24 / 48x48) GemSet v1.3 [40.24]
« Reply #309 on: June 08, 2015, 06:27:26 pm »

OK then. I've taken a nice, long look at the plant raws and I think I've got everything. Here's the finalized(?) list of all the plants along with their growths. It's gonna be tough finding unique ASCII tiles for all of these but I'll try my best.



In the upper left are the tree growths: empty, leaves, flowers, fruit, nuts, seeds, seed catkins and pollen catkins.

In the upper right are the shrubs: standard, flowered, pickable, underground, dead and dead underground. I wanna have as few of these as possible to keep the ground from being too busy.

At the bottom are all of the different crop types: Bushes, stalks, hanging vines, ground vines, amaranths, bulbs, grains, leafy greens, sedge and mushrooms. The orange parts are the background and everything else is the foreground. Here are which plants that have which tiles:

Spoiler: Plant tiles (click to show/hide)

Hey, those look great! :)

You  know you're somewhat creating standards don't you?. Apart from following your raws on my tileset I'll try to adapt the visual distinction designs you're making for stones, plants, etc to my style, so people  can have some common visual references no matter what tileset they use :)

Thanks! GemSet can be pretty abstract at times, but I'm trying to keep other tileset artists in mind with how I'm breaking up my raws. I anticipate people will make more detailed stones and plant graphics like in Phoebus.

Part of why I jumped in right off the bat to test and encourage, I love having talented artists around to make this stuff. I can pick up coding, I can pick up modding, picking up pixel-art isn't nearly the same thing. God knows the attempts I've made at trying to edit sets directly (rather than cut+paste existing stuff) were endless sources of frustration.

Heh. I feel exactly the opposite! I've never been patient enough to learn the technicalities of programming, so I naturally latched on to art and music. But really, I wouldn't mind trading my artsy-fartsyness for being a good programmer. I mean...You can make a game without art or music, but not programming. :/

Now that a lot of the symbols and shapes are finalized, can you make a quick reference in your first post in this thread? Similar to how Phoebus made it:

Yup, I'll be getting right on that after I finish up the next update. That plant image you see above is pretty close to what the cheatsheet will look like. The same goes for the stone sheet I posted a while ago.

For the grains, are you planning on leaving it as just alive vs dead, or are you going to add a flowering state and just didn't have it done yet by the time you posted that graphic?

Also, you say fruit & flowers & pods are based on background color - I take it that the other part will vary with foreground color? I ask because if not, it would be nice to have a green variant of the "dead" graphic to indicate a living plant with its leaves missing.

Also also, how are you categorizing amaranths?

I'm not sure how I'd give stripped and dead plants different colors, but I'll give that a shot. I've also gone back and added some graphics I was missing like the flowered grains.

Heh. Amaranths do look pretty neat! Funny thing, I actually added amaranths before reading your post. There are sooo many amaranth-like plants that they deserve their own image.

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile
Re: (24x24 / 48x48) GemSet v1.3 [40.24]
« Reply #310 on: June 08, 2015, 07:45:07 pm »

In the upper right are the shrubs: standard, flowered, pickable, underground, dead and dead underground. I wanna have as few of these as possible to keep the ground from being too busy.

I'm a little confused about reconciling this with the awesome shrub graphics you go on to introduce. Did you mean saplings?

Quote
I'm not sure how I'd give stripped and dead plants different colors, but I'll give that a shot. I've also gone back and added some graphics I was missing like the flowered grains.

Now that I see the graphics in their finalish form it should be easy. You just change the plant's dead shrub color to brown or gray, and its alive shrub color to green. :)
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

DragonDePlatino

  • Bay Watcher
  • [HABIT:COLLECT_WEALTH]
    • View Profile
Re: (24x24 / 48x48) GemSet v1.3 [40.24]
« Reply #311 on: June 08, 2015, 08:01:41 pm »

Oh man, I almost forgot about saplings. I think all of those will share a tile except for the cacti, which will get their own graphic. I'd like to keep the number of shrub graphics low, though, to keep the ground from looking too cluttered. Pretty much everything without a growth will use that first tile so that it blends with the grass well. I could theoretically have a unique shrub graphic for each plant, though.

Oh, you were talking about shrub colors. Gotcha! I'll give that a shot.

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile
Re: (24x24 / 48x48) GemSet v1.3 [40.24]
« Reply #312 on: June 08, 2015, 08:18:54 pm »

...I'm confused. Most shrubs are also crops; in fact the one shrub that isn't a crop (papyrus) you have said will be using the sedge graphic. What am I missing?
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

DragonDePlatino

  • Bay Watcher
  • [HABIT:COLLECT_WEALTH]
    • View Profile
Re: (24x24 / 48x48) GemSet v1.3 [40.24]
« Reply #313 on: June 08, 2015, 08:50:59 pm »

There are several different overrides pertaining to plants. PLANT and FARMPLOT override picked plants and rooted crops, respectively. PLANT_GROWTH controls dropped growths and Shrub/ShrubDead overrides the little plants spread among the grass. PLANT and FARMPLOT will use the graphics at the bottom (i.e. the bushes, stalks, vines) while Shrub/ShrubDead will get the tiny generic graphics in the upper-right. I can use the graphics at the bottom for shrubs, but this will result in dozens of different plants spread throughout the wilderness. I like the current approach with tiny patches of grass much more because it is easier to tell what is going on.

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile
Re: (24x24 / 48x48) GemSet v1.3 [40.24]
« Reply #314 on: June 08, 2015, 09:32:37 pm »

There are several different overrides pertaining to plants. PLANT and FARMPLOT override picked plants and rooted crops, respectively. PLANT_GROWTH controls dropped growths and Shrub/ShrubDead overrides the little plants spread among the grass. PLANT and FARMPLOT will use the graphics at the bottom (i.e. the bushes, stalks, vines) while Shrub/ShrubDead will get the tiny generic graphics in the upper-right. I can use the graphics at the bottom for shrubs, but this will result in dozens of different plants spread throughout the wilderness. I like the current approach with tiny patches of grass much more because it is easier to tell what is going on.

Mm. Unfortunately if you do that, the majority of those graphics aren't ever going to show up. Uprooted plants don't carry information about what growths they had on, and plants rooted in farm plots only ever show up as the base plant, and then only when they're ripe and will be picked almost immediately.
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back
Pages: 1 ... 19 20 [21] 22 23 ... 39