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Worldmap: What style would you prefer?

Icons, like ASCII but prettier.
Hand-drawn, like an old-timey sepia map.
Full graphics, like JRPGs with full-on sprites.
Same as the tileset ingame. Forests would use the tree sprite, mountains a rock sprite, etc.
Other. Please post your ideas/examples.

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Author Topic: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - offline  (Read 904978 times)

Sanctume

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Yellow Sand Cavern Floor tiles vs Wall
Spoiler (click to show/hide)

Meph

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Sanctume, which version is that? Because the sand wall shouldnt even look like that. :/

So many adjustments to make. ^^ I'll have a look at sand walls/floors again.

Btw, somehow I stumbled upon a way to:
 - Give trees up to three colors that radiate outwards.
 - Make multiple tree types.

Still cant figure out if it possible to make several sapling-types, but I guess I still have more work to do on trees now. :D

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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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jecowa

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Btw, somehow I stumbled upon a way to:
 - Give trees up to three colors that radiate outwards.

Is this achieved by combining multi-layer (NEXT) rendering with multi-level rendering?

Also, I've been looking at the changes in version 1.6, and I'm curious about the changes to creature_domestic.txt. It sets the Cat tile to use the Cage graphic and sets a bunch of other animals to use wall graphics. Was this intentional?

By the way, if you rename `Meph_plants.png` to `_Meph_plants.png` it will let the LNP software know that it's an overrides tilesheet and prevent users from selecting it as their graphics or font tilesheet. If you do this, though, don't forget to also update the reference in overrides.txt file.
« Last Edit: December 22, 2017, 11:29:05 pm by jecowa »
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Meph

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Ah, that's why there was an extra "_" in the version you send me once. Got it. :)

No, it's three different sprites. One with all the branches, one overrides for all twigs, one override for just leaves.

Edit: Sorry, forgot to answer your question about creature tiles. That's just left-overs from tests. As you know I want to give each creature a corpse-tile... but creature in build cages blink in their tile-number, which can't be overriden... I had to scrap that. Then I made a new system, using 2 cage tiles, and an override for the second cage tile that will be the corpse. It works, but for each corpse-type I need a tile in the original tileset.

Sounds convoluted, which is true, but the only way to go about it without problems. Otherwise creatures in cages blink in all sorts of graphics that no one wants.
« Last Edit: December 23, 2017, 06:25:34 am by Meph »
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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Amostubal

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Drawn of saw blade


NUMBER 3! PICK 3 MELORD 3!!!!!! (sorry shrek quoting) but still 3 is better than all the blades I've seen.
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Legendary Dwarf Fortress
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"...peering into the darkness behind the curtains, evokes visions of pixies being chased by dragons while eating cupcakes made of coral iced with liquid fire while their hearts burn out with unknown plant substances..." - a quote from the diaries of Amostubal

Vordak

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It seems to me that my rails\tracks do not correspond to the nature of the movement of minecarts. Below you can see new rails.
Spoiler: New tracks (click to show/hide)
« Last Edit: December 23, 2017, 10:03:46 am by Vordak »
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Amostubal

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It seems to me that my rails\tracks do not correspond to the nature of the movement of minecarts. Below you can see new rails.
Spoiler: New tracks (click to show/hide)


Yeah I noticed those... they look pretty, but the fact that a minecart tries to remain going straight through a T or + intersection. makes the originals appear as false turns.

the + still needs some sort of appearance of providing turns as a dwarf ordered to push across one will still make a turn on it.  the new + looks like the N-S E-W are forced and turning isn't allowed.
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Vordak

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the + still needs some sort of appearance of providing turns as a dwarf ordered to push across one will still make a turn on it.  the new + looks like the N-S E-W are forced and turning isn't allowed.

I think, in real life, it does not seem that two railways that intersect at 90 degrees have normal fork with the possibility of changing the direction of motion - there is always a rather confusing denouement - but I'm not a specialist railroader, I can be wrong.

How in DF works + fork have no idea - never used rails.

Аnyway, I drew what you described. Previous post updated.

Spoiler: Track + forks (click to show/hide)
« Last Edit: December 23, 2017, 10:03:30 am by Vordak »
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Amostubal

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the + still needs some sort of appearance of providing turns as a dwarf ordered to push across one will still make a turn on it.  the new + looks like the N-S E-W are forced and turning isn't allowed.

I think, in real life, it does not seem that two railways that intersect at 90 degrees have normal fork with the possibility of changing the direction of motion - there is always a rather confusing denouement - but I'm not a specialist railroader, I can be wrong.

How in DF works + fork have no idea - never used rails.

Аnyway, I drew what you described. Previous post updated.

Spoiler: Track + forks (click to show/hide)

number 3 is more like how it functions, it can allow a dwarf to "guide" it but the implied direction of movement in "pushed" or "ride" mode is straight unless a wall is present.

how carts work:
lets say you have this setup:
Code: [Select]
1---+---3
    |
    2
where 1,2,3 are defined track route stops.
If a dwarf is ordered to push|ride at point 1 he will give the cart a shove and the cart wont turn at the + and continue until it reaches 3(and if there is no wall beyond 3 and no actual track stop building that can break it, it wont stop it will just keep going).  At that point a dwarf will retrieve the cart and drag it to point 2 along the straightest route...even over no track.  if 2 is also a push|ride he would then shove it and it would continue north past the + if there is no wall, otherwise stopping at the + if there is a wall past it.  At which point the dwarf drags it to point 3 and if it was the same thing... at least then the cart would reach point 1 and hopefully there is a wall and it stops there and a dwarf doesn't have to drag it back to one.

If the dwarf is ordered to guide it, he would move it from 1 to 2 then 2 to 3 then 3 to 1(if 2 and 3 are guides too). at the + or T or any other turn he would make the appropriate turn needed to finish the path.  guided routes across connected track is the easiest to ensure completion.  Of course this means a dwarf has to follow the cart everywhere.

Fun is when you design complex automated cart systems with ejectors, impulse ramps, decelerator rooms, dumping track stops, and all the other fun stuff that one can build.  at which point the + T intersections are the least useful unless they are built on ramps.  Even more fun is when you design it with riders and make it into a roller coaster and try not loose your passenger as you move it through system... The greatest fun is when you use it to eject material in complex assault systems that allow you to grapeshot the tavern with a cart full of daggers...

The main point of carts and tracks is to remember that shoved carts will follow curves only when they are 1-in-1-out or if its on a ramp and only 1 out is to the lower floor.  The cart will remain on the track as long as its under derailment speed(which without impulses or other ramp tracks is easy) or there is a wall blocking the forward movement(and thus also blocking derailment), forcing the cart to stay on the track and seek a single lower exit from the tile.  additionally track tiles main purpose is to reduce the friction of the cart against the surface.

so if a cart is moving at decent speed and reaches a set of tracks that look like this:
Code: [Select]
----|||||||+++----
It will move across these as if they as a straight line.  even if a dwarf is told to guide across these... the dwarf will get confused and just start dragging the cart across the straight distance... which means he will drag across these and the friction is less anyway on these tiles... well as long as there isn't a straighter path available that circumvents these tiles,such as this:
Code: [Select]
+------------------1
|WWWWWWWWWWWWWWWWW   WWWW - walls with a gap in it. and the track doesn't connect so the dwarf will just drag from 1 to 2 through the gap.
+----|||||||+++----2

I could build some actual track images and explain some of this a lot better with images.  but I think that covers what we was discussing.
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Meph

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and I ported the update to my working version. Thanks both of you. :)

I'm not sure if this one is better or worse, but I tried another thing with the font. I wanted something that fits the theme of DF, 14th century, so I went with the embossed capital letters...

Spoiler (click to show/hide)

Spoiler (click to show/hide)
« Last Edit: December 23, 2017, 11:08:15 am by Meph »
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Vordak

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Drawn of machine components
original v01 v02 v03 v04

Spoiler: Axis-v01 (click to show/hide)
Spoiler: Axis-v02 (click to show/hide)
Spoiler: Axis-v03 (click to show/hide)
Spoiler: Axis-v04 (click to show/hide)

Upd. Added a shadow on the gears.
Upd 2. Minor fixes. All sprites have been updated.
« Last Edit: December 24, 2017, 06:41:43 am by Vordak »
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Meph

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Hehe, and here I sit and have just made a new mechanism sprite...



Maybe we should communicate more. :D

It's amazing how you can see something here and immediately improve it. Those machines were Dorens sprite, for phoebus. The millstone was from Obsidian Soul. Now you remade both, thinner, clearer and with a design that fits together. That's so good.

Just out of curiousity (and to avoid working on similar areas): Do you have any ideas on which sprites you will work next?
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Vordak

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Do you have any ideas on which sprites you will work next?
Unify remaining mechanisms - a water wheel with a windmill. Also repaint quern. But in the next two days I'm forced to stop modding.

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Meph

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Sure, I'll be visiting family too. It's christmas after all.

Why unify the machines? It's no issue to have a sprite for each, thanks to TWBT.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Bumber

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Drawn of machine components

Don't the gears look tilted sideways a bit too much? Looks weird when you think the axles should be sitting nearly flat.
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