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Author Topic: RantingRodent's Graphical Overhaul [40d] - [New thread to be opened for 0.31]  (Read 123683 times)

RantingRodent

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Re: RantingRodent's Graphical Overhaul [Elf leader preview]
« Reply #105 on: February 10, 2009, 07:30:28 am »

Sorry about the sudden gap.  I've been pretty busy.  I've got a bunch more done, it's just all over the place.  I'll double post this here, from the orc thread.  Tell me what you think.

Spoiler (click to show/hide)

I'll try to find the time to put together a release tomorrow.

Side note:
Through experimenting, found that BUILD_COLOUR and SAPLING_TILE tokens both work.
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kristleifur

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Re: RantingRodent's Graphical Overhaul [Elf leader preview]
« Reply #106 on: February 10, 2009, 08:25:43 am »

Spoiler (click to show/hide)

Very cool - purposeful looking dudes.

Do you have kobolds in there? I was admiring the Kobold Camp sprites yesterday.
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RantingRodent

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Re: RantingRodent's Graphical Overhaul [Elf leader preview]
« Reply #107 on: February 10, 2009, 08:28:47 am »

Kobolds are in, I am using Deon's Kobold sprites as my basis, since they match what's been seen of DF kobolds in the past.  A bit different from the Kobold Camp sprites.  Brown and furry.
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RantingRodent

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Re: RantingRodent's Graphical Overhaul [1.0.4 Released]
« Reply #108 on: February 12, 2009, 09:09:46 am »

Sorry for the wait, folks.  Please enjoy my latest update.  I've fixed the couple of issues that people have reported, and expanded the range of available sprites as well.  I swear I'll update the screenshots on my site some day.  If you get any screenshots that you think show the set off really well, send me a pm and I can give you an email address to send them to.

1.0.4
- Completed all Goblin jobs
- Added Goblin King
- Added Goblin Slave/Prisoner
- Added Elf leaders
- Expanded elf military with royal guard versions of all classes
- Added Hammer Elves and Crossbow Elves
- Added Elf thief/master thief
- Added first two Kobold leaders/consorts
- Added Kobold baby
- Added basic Kobold champion
- Kobold champions are now all wearing hats
- New tile for stockpiles, easier to see
- Tower caps have their own unique sapling sprite
- All grass-like plants use a tile that looks like grass
- Fixed some materials resulting in invisible furniture/constructions
   - Sandstone, Siltstone, Mudstone, Conglomerate, Chert, Granite, Schist
   - Unfortunately the resulting construction colour is not always ideal, but it's a limitation of DF
- Fixed Willows using the wrong tile


At this point I will start branching out into non-vanilla races.  I will be adding graphical content exclusively at this point, so these will only be as supplements for other mods, not complete races.  Expect the next release to have more individual folders, like so:

/mod-main/
/mod-kobolds/
/mod-orcs/

This should make it easier to combine my sprites for various races with the mods that add those races.  As indicated above, Orcs are the first I am working on.  You can see above to get a sample of how I'm making them.  After that I am considering doing sprites to cover the full range of "primitive races".

I will take requests into account, but please send them to me by PM instead of in this thread.
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RantingRodent

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Re: RantingRodent's Graphical Overhaul [1.0.4 Released]
« Reply #109 on: February 13, 2009, 06:37:25 am »

Here's all flavours of orc military.  C+C please.

Spoiler (click to show/hide)
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Dryke

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Re: RantingRodent's Graphical Overhaul [1.0.4 Released]
« Reply #110 on: February 14, 2009, 11:50:56 am »

Curses! Server bandwidth issues...

Is the version posted on your homepage up to date as well?  I tried downloading that one when I couldn't get the one from DFDD, but it seems older.
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RantingRodent

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Re: RantingRodent's Graphical Overhaul [1.0.4 Released]
« Reply #111 on: February 15, 2009, 10:26:33 am »

The one on my home page is only the first version I posted.  I should really take that down.
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Dryke

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Re: RantingRodent's Graphical Overhaul [1.0.4 Released]
« Reply #112 on: February 15, 2009, 11:34:48 pm »

No problem, I managed to get the update myself soon after I made that post :)

Side note - Marble and Dolomite also appear as 'black' doors when constructed.  I used your fix (the build_colour tag) on my own install; if you get a chance you might pop that into your next update.

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RantingRodent

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Re: RantingRodent's Graphical Overhaul [1.0.4 Released]
« Reply #113 on: February 16, 2009, 01:51:02 pm »

No problem, I managed to get the update myself soon after I made that post :)

Side note - Marble and Dolomite also appear as 'black' doors when constructed.  I used your fix (the build_colour tag) on my own install; if you get a chance you might pop that into your next update.



What set of colours looked right?
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Dryke

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Re: RantingRodent's Graphical Overhaul [1.0.4 Released]
« Reply #114 on: February 17, 2009, 01:05:00 am »

What set of colours looked right?

Let's see...the stones I like to build with are the flux class stones (Marble, Chalk, Dolomite, Limestone) and since they are all pretty much white I used 7:7:1.  Came out fine.
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RantingRodent

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Re: RantingRodent's Graphical Overhaul [1.0.4 Released]
« Reply #115 on: February 17, 2009, 08:43:43 am »

I'm working on the Orc military at the moment.  Please leave some feedback.  Everyone is so quiet around here.

Spoiler (click to show/hide)
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Raphite1

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Re: RantingRodent's Graphical Overhaul [1.0.4 Released]
« Reply #116 on: February 17, 2009, 10:42:57 am »

This looks like a great set, very nice work! If anything ever makes me convert from ASCII, it might be this.

Zaranthan

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Re: RantingRodent's Graphical Overhaul [1.0.4 Released]
« Reply #117 on: February 17, 2009, 11:14:09 am »

Well, this finally got me to switch from ASCII. Actually being able to tell ores apart from all that junk stone is what sold me. The walls and furniture are nice, and the outdoor scenery is downright beautiful.

Honestly, I'm currently trying to change the creature tiles back to letters. The tiles are very busy, and I can't tell my dogs from my cats. My last fortress spawned an ogre right next to my wagon, and I couldn't pick him out from my mason and wrestler standing nearby. Besides, I like fearing the U.

Upshot: since I'm editing a graphics package, I can put small details to differentiate elves from elephants and other overlaps. Just making one serif'd makes a huge difference.
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RantingRodent

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Re: RantingRodent's Graphical Overhaul [1.0.4 Released]
« Reply #118 on: February 17, 2009, 10:37:06 pm »

Well, this finally got me to switch from ASCII. Actually being able to tell ores apart from all that junk stone is what sold me. The walls and furniture are nice, and the outdoor scenery is downright beautiful.

Honestly, I'm currently trying to change the creature tiles back to letters. The tiles are very busy, and I can't tell my dogs from my cats. My last fortress spawned an ogre right next to my wagon, and I couldn't pick him out from my mason and wrestler standing nearby. Besides, I like fearing the U.

Upshot: since I'm editing a graphics package, I can put small details to differentiate elves from elephants and other overlaps. Just making one serif'd makes a huge difference.

I haven't really touched the creatures yet, so it's almost all Sphr's originals.  I have plans to go in and make things a bit easier to differentiate.  I have similar complaints about a lot of the creatures.
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Reiver

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Re: RantingRodent's Graphical Overhaul [1.0.4 Released]
« Reply #119 on: February 18, 2009, 05:19:52 am »

Hey there, lovin' the graphics - I'm relatively new, and it's helping a lot to not need to memorise the colors of the different dwarves so much ;)

One query, though - the 'smoothed floor' tile looks really strange. I'm assuming it's that way because it's used elsewhere with a different color set, or something?

Just curious as to what else it's representing.
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