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Author Topic: RantingRodent's Graphical Overhaul [40d] - [New thread to be opened for 0.31]  (Read 123748 times)

Footkerchief

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Re: RantingRodent's Graphical Overhaul [WIP - Orc and Goblin update]
« Reply #270 on: September 07, 2009, 10:42:39 pm »

Way ahead of you. I hadn't noticed that it had climbed so high on the list. Not at all surprised though. At the same time, we're getting the randomized monsters in the next release and I have no clue how best to handle those from a graphics pack perspective. I suppose it depends entirely on how Toady integrates them with graphics.

Yeah, somebody posted a thread essentially just saying "Vote for graphics!" and that pushed it into the top 10.  Randomized creatures are a definite problem, though.  There might be some way of tackling it depending on how random the creatures are and how flexible a future graphics system will be, like if the creatures are built from a list of basic body parts and the graphics for those body parts can be assembled together in some kind of sprite layering scheme, or whatever.
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RantingRodent

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Re: RantingRodent's Graphical Overhaul [WIP - Orc and Goblin update]
« Reply #271 on: September 07, 2009, 11:39:57 pm »

Yeah, somebody posted a thread essentially just saying "Vote for graphics!" and that pushed it into the top 10.  Randomized creatures are a definite problem, though.  There might be some way of tackling it depending on how random the creatures are and how flexible a future graphics system will be, like if the creatures are built from a list of basic body parts and the graphics for those body parts can be assembled together in some kind of sprite layering scheme, or whatever.

A sprite layering system is likely to be a pain. I've been evaluating that for my own Roguelike, and it's actually quite rare that you can simply overlay bits and pieces and end up with a decent looking sprite. The only way I can see it working is that based on it's qualities, the creature will have certain aesthetic tags (Humanoid, Quadruped, Green, Tentacled, etc). You would then associate a graphic with a particular tag or combination of tags (maybe with some exclusion list?). The game would choose a graphic based on best fit of the tags.

If there's any layering going on, I'd expect it to be for colouring reasons only. Maybe an element-colour layer and a flesh tone layer, etc.
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rdwulfe

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Re: RantingRodent's Graphical Overhaul [WIP - Orc and Goblin update]
« Reply #272 on: September 08, 2009, 01:40:49 am »

*peeks at DFFD to see if the new version made it tonight* Dang. Was soo hopin'. Heh.

Ohwell, I'll poke at the d15 version posted and see if I can gank the good bits out of it.

   Wulfe
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"   So the gods discussed it and created elves. The Elves were beautiful, Mistral Thrax admitted, in and elvish way, but it was his belief that the gods grew disappointed after a time because the elves -- being elves -- were essentially decorative but not particularly functional. They were content simply to live long lives and to exist. They did not nothing of any real value, in the opinion of Mistral Thrax."
   -- The Covenant of the Forge by Dan Parkinson, a Dragon Lance Novel

RantingRodent

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Re: RantingRodent's Graphical Overhaul [1.0.6 Released]
« Reply #273 on: September 08, 2009, 07:54:56 am »

UPDATE RELEASED. Finally. Sorry these have slowed down so much.

1.0.6
Goblins
- Added HoppyDragon's Drunk
- Added Trader
- Added Merchant
- Added Sheriff
Kobolds
- All new leaders
- Previous leader sprites moved to merchant classes and Druid
Orcs
- Added all civilian professions except Architect and Pump Operator
- Added Mace Orc, Lasher Orc, Pike Orc, Blowgun Orc, and Bowman Orc for all standard military, Guard, and Royal Guard
- Added slave and prisoner
Humans
- Added HoppyDragon's Druid
Creatures
- Added creature_other graphics
   - Slugman
   - Snailman
   - Slugman
- Added domestic-Evil graphics
   - War Elephant (requires Orc mod)
   - Dire Wolf (requires Orc mod)
   - Giant Wood Spider (requires Orc mod)
- Added Giant Cave Spider child
- Changed Giant Cave Spider colouring
- Updated savage_tropical giant cats to have an up arrow icon to differntiate them from their normal sized versions
Bugs/Cleanup
- Removed extra [CREATURE_GRAPHICS:ELF] entries from the human graphics definition
- Fixed broken Kobold graphics for baby and child
- Properly pointed to Guard and Royal Guard recruit sprites
- Added graphics file for the savage_tropical group (no new sprites, these were just not plugged into the game)
   - Giant Lion
   - Giant Tiger
   - Giant Desert Scorpion
   - Tigerman
- Fixed the Off lever being offset to one side
- Fixed some more materials with background colour problems (please report any that you see)
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carebear

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Re: RantingRodent's Graphical Overhaul [1.0.6 Released!]
« Reply #274 on: September 09, 2009, 07:58:29 am »

Thanks for the update!  ;D
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Dohon

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Re: RantingRodent's Graphical Overhaul [1.0.6 Released!]
« Reply #275 on: September 09, 2009, 03:53:37 pm »

Ditto that! Thanks!
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RantingRodent

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Re: RantingRodent's Graphical Overhaul [1.0.6 Released!]
« Reply #276 on: September 09, 2009, 03:57:15 pm »

No problem! Let me know if you see any issues. I'll be publishing a 1.06a when I get home because I just noticed that the chair is missing from the font. I was in the middle of hunting for a replacement sprite.
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RantingRodent

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Re: RantingRodent's Graphical Overhaul [1.0.6a Released (last minute bug fix)]
« Reply #277 on: September 09, 2009, 10:24:49 pm »

1.0.6a
Bugs
- Fixed missing chairs
- Updated partially completed road tile
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RantingRodent

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Re: RantingRodent's Graphical Overhaul [1.0.6a Released (last minute bug fix)]
« Reply #278 on: September 12, 2009, 09:11:59 am »

A lot of my work is adaptations of existing sprites so far, even the Orcs borrow their design mostly from Sphr's Goblins. I've done a few scratch sprites here and there, like the Slugman, Leechman and Snailman, the Tiger and Tigermen. A couple of fish.

Even though I'm still focused on finishing up the main races, I wanted to take a shot at scratching a complete civ. Behold: Gnomes!


After Toady releases the next version of DF, I may release my first functional mod to add these guys into the game, depending on how much capability there is to differentiate races from each other in fortress mode in the next release.

I would really like to get some feedback on these, so if you have anything to say, good or bad, please speak up :)
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CobaltKobold

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Re: RantingRodent's Graphical Overhaul [My first from-scratch Civ graphics]
« Reply #279 on: September 13, 2009, 01:59:19 am »

Dark or mountain?
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RantingRodent

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Re: RantingRodent's Graphical Overhaul [My first from-scratch Civ graphics]
« Reply #280 on: September 13, 2009, 02:05:10 am »

Dark or mountain?

I would suppose mountain? They are not intended to be evil. Greedy and untrustworthy perhaps, but not evil.

On an unrelated note, looking through the dev notes for the next version of DF, I realized that there's a new profession and a new noble that we'll need. I figured I might as well add the sprites now.

Meet the staff of the dwarf ER:
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sava2004

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Re: RantingRodent's Graphical Overhaul [My first from-scratch Civ graphics]
« Reply #281 on: September 13, 2009, 04:38:59 pm »

I gave up on this tileset for a while, but seeing the gnomes and the new ER personnel made me want to try again. I think there migth be a problem with my compressor or something else as i still have the same error as before (see page 17), so could someone PLEASE upload a working version (tileset already installed into the game etc...) so i could try using that? I would be even happier if you put the orc mod in!
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RantingRodent

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Re: RantingRodent's Graphical Overhaul [My first from-scratch Civ graphics]
« Reply #282 on: September 14, 2009, 12:13:40 am »

I gave up on this tileset for a while, but seeing the gnomes and the new ER personnel made me want to try again. I think there migth be a problem with my compressor or something else as i still have the same error as before (see page 17), so could someone PLEASE upload a working version (tileset already installed into the game etc...) so i could try using that? I would be even happier if you put the orc mod in!

You'll be pleased to note that jryan posted a link to a pre-packaged version at the top of page 18 :). Enjoy! Starting from my next release I'll add a pre-packaged version into the dffd entry.
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Dohon

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Re: RantingRodent's Graphical Overhaul [My first from-scratch Civ graphics]
« Reply #283 on: September 14, 2009, 05:29:34 pm »

Oooh, nice ER Dwarves there, RantingRodent. :) Once the next version hits, your Graphics Set will be enabled pronto (once again)!

And the Gnomes look cute ... cute enough to be used as a football by the Orcs!

*dark chuckle*
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sava2004

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Re: RantingRodent's Graphical Overhaul [My first from-scratch Civ graphics]
« Reply #284 on: September 14, 2009, 07:10:35 pm »

oops, nvm. i should read more slowly and not skip every other word.
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