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Author Topic: RantingRodent's Graphical Overhaul [40d] - [New thread to be opened for 0.31]  (Read 123626 times)

DennyTom

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Re: RantingRodent's Graphical Overhaul [Proper corpses][Goblins][Kobolds]
« Reply #90 on: January 26, 2009, 04:04:12 pm »

You are doing awesome job. Seriously ... when completed this could kill with pure awesomness.

Could you please post more screenshots of using this in game?

Did you consider using isometric walls?
http://mkv25.net/dfma/poi-5702-lavishquartersofsymmetry
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Deon

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Re: RantingRodent's Graphical Overhaul [Proper corpses][Goblins][Kobolds]
« Reply #91 on: January 26, 2009, 04:59:33 pm »

The bad thing about isometric walls: the rivers on map use the same tiles. But if you don't mind "walls" on maps then it's ok.
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Dryke

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Re: RantingRodent's Graphical Overhaul [Draft Gobbos up for approval]
« Reply #92 on: January 26, 2009, 05:06:47 pm »

Schist doors are showing the backcolor as the forecolor and forecolor as back color (the forecolor is dark brown and the magenta of the pic comes dark brown and the rest of the color is black (the back color)).  I switch the backcolor of Schist to red.  Looks really nice sittin there unmined, but the grey colors of the door pic show up as shades of red.

I have problems with a couple other things doing this, can't remember what just now - but anyone have any idea wassup?

Thanks

I was noticing this today with Chert doors.
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RantingRodent

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Re: RantingRodent's Graphical Overhaul [Proper corpses][Goblins][Kobolds]
« Reply #93 on: January 26, 2009, 09:02:40 pm »

The bad thing about isometric walls: the rivers on map use the same tiles. But if you don't mind "walls" on maps then it's ok.

This was one reason I didn't.  The other was that I couldn't figure out a nice way to handle engravings.

Schist doors are showing the backcolor as the forecolor and forecolor as back color (the forecolor is dark brown and the magenta of the pic comes dark brown and the rest of the color is black (the back color)).  I switch the backcolor of Schist to red.  Looks really nice sittin there unmined, but the grey colors of the door pic show up as shades of red.

I have problems with a couple other things doing this, can't remember what just now - but anyone have any idea wassup?

Thanks

I was noticing this today with Chert doors.

Cher and Schist?  I'll take a look.
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RantingRodent

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Re: RantingRodent's Graphical Overhaul [Proper corpses][Goblins][Kobolds]
« Reply #94 on: January 27, 2009, 08:44:03 am »

Seems as if the game is hard coded to invert the colours for any material which is set to dark colours, when used as a door.  Granite and a few others should also be affected.  I can't do too much about this one.
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DennyTom

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Re: RantingRodent's Graphical Overhaul [Proper corpses][Goblins][Kobolds]
« Reply #95 on: January 27, 2009, 09:25:15 am »

So if we tweak colors of materials, it will be ok?
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woose1

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Re: RantingRodent's Graphical Overhaul [Proper corpses][Goblins][Kobolds]
« Reply #96 on: January 27, 2009, 07:59:57 pm »

So if we tweak colors of materials, it will be ok?
ANOTHER SCHEME makes most of the colours lighter.. might want to give that a try.
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MiamiBryce

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Re: RantingRodent's Graphical Overhaul [Proper corpses][Goblins][Kobolds]
« Reply #97 on: January 28, 2009, 07:07:56 pm »

Seems as if the game is hard coded to invert the colours for any material which is set to dark colours, when used as a door.  Granite and a few others should also be affected.  I can't do too much about this one.

for the matgloss stuff you distribute with your mod you could pick a backcolor other than 0 for every dark color material and maybe modify the pic knowing its gonna do what it does.
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PTTG??

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Re: RantingRodent's Graphical Overhaul [Proper corpses][Goblins][Kobolds]
« Reply #98 on: January 29, 2009, 01:28:02 pm »

Quite impressive. Have you tried angled corners? They make 45o tunnels look much better. My crude tileset does that. Actually, I need to update that, I've made some small changes. Maybe it's time for version 5...
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RantingRodent

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Re: RantingRodent's Graphical Overhaul [Proper corpses][Goblins][Kobolds]
« Reply #99 on: January 29, 2009, 10:01:30 pm »

I've gone back and forth over the question of angled walls, and personally, I prefer the hard corners.  Obviously it depends on the nature of your fort, though.

I'm using photoshop for all my work, so I could easily have a layer with angled walls and just publish both variations whenever I update the mod.  There's a lot of angled walls out there, so I'd rather that than completely reinventing the wheel.  Any votes on which I should use as the basis?

For the matgloss, I still want to do a bit more looking into it before I make any changes.  It just occured to me that Diorite should be affected by this, if it only applies to dark materials, but Diorite works fine.  Most of the doors in my fort are Diorite.
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RantingRodent

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Re: RantingRodent's Graphical Overhaul [Proper corpses][Goblins][Kobolds]
« Reply #100 on: February 02, 2009, 07:44:22 am »

Sorry for the sudden silence.  Been busy as hell, and I think I've done almost all the sprites for the main races that are actually used.  I still need to do Goblin merchant types and leaders for both elves and goblins, and then I'll be casting about for something to do.  What is there in vanilla dwarf fortress that I have missed?

I've played around with adventure mode a bit, and it seems like some tile definitions are different (doors look like engraved walls?).  Is there a summary anywhere indicating what is different in adventure mode?  I'd like to adapt a version of the tile set to be optimal for it.

Beyond that, I guess it's time to move out of the vanilla DF realm.
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Dryke

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Re: RantingRodent's Graphical Overhaul [Proper corpses][Goblins][Kobolds]
« Reply #101 on: February 02, 2009, 10:12:14 am »

What is there in vanilla dwarf fortress that I have missed?

The only suggestion that I can think of that is still outstanding is the 'black/invisible door' issue.  I've noticed this myself now with chert, marble, and dolomite doors.

Not that you've 'missed' this issue - I know you're aware of it - it's just the only thing I can think of that isn't really 'done' yet.
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RantingRodent

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Re: RantingRodent's Graphical Overhaul [Proper corpses][Goblins][Kobolds]
« Reply #102 on: February 03, 2009, 01:28:53 am »

Sneak peek from the next release.  Elf leaders.

Spoiler (click to show/hide)
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RantingRodent

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Re: RantingRodent's Graphical Overhaul [Elf leader preview]
« Reply #103 on: February 04, 2009, 08:35:54 am »

I should be able to implement a temporary fix for the door problem in the next update.  Turns out the [BUILD_COLOR] tag does work, despite not currently being used in any of the stock raws.  Still having a hard time determining the root cause of the black door.  Looks like Granite has this problem as well.
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Dryke

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Re: RantingRodent's Graphical Overhaul [Elf leader preview]
« Reply #104 on: February 09, 2009, 10:19:58 pm »

Any news?  I'll admit I check regularly for any updates on this mod :)
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