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Author Topic: RantingRodent's Graphical Overhaul [40d] - [New thread to be opened for 0.31]  (Read 123739 times)

HoppyDragon

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Re: RantingRodent's Graphical Overhaul [1.0.4 Released]
« Reply #195 on: April 26, 2009, 01:01:52 am »

Is something seriously wrong with my settings?  I just saw a "rat" running around, but it appeared to be a big stone block.

I hope I'm not taking over this topic now, but I was using the Urisy McModder utility
and attempted to add graphics for fire snakes, but no matter what I tried,
they just wouldn't replace the yellow dots in game.
It was kind of confusing because they were near a channel I was digging
which conveniently was displayed as yellow and gray dots too. :P

Another thing.. I've only seen it so far with sand,
but when I designate them to be mined out, they turn completely black.
Again, sorry.  I didn't notice any of these sorts of problems with the other
graphics pack I was using before, so I'm trying to figure out and understand
what changed and/or how to fix it.
« Last Edit: April 26, 2009, 07:02:39 am by HoppyDragon »
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Footkerchief

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Re: RantingRodent's Graphical Overhaul [1.0.4 Released]
« Reply #196 on: April 26, 2009, 08:35:56 am »

Vermin can't use creature graphics, just the basic tile assigned to them.
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HoppyDragon

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Re: RantingRodent's Graphical Overhaul [1.0.4 Released]
« Reply #197 on: April 26, 2009, 09:06:41 am »

Vermin can't use creature graphics, just the basic tile assigned to them.

So fire snakes are vermin? That's a bit odd. I wonder why vermin and creatures
are handled differently, and why they weren't allowed to be graphical along with
pretty much everything else.

This still doesn't explain the problem I'm having with the sand tiles
that are designated to be mined out..
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RantingRodent

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Re: RantingRodent's Graphical Overhaul [1.0.4 Released]
« Reply #198 on: April 27, 2009, 05:06:36 am »

When you designate, it inverts the alpha channel on that square. I should probably release what changes I have built up already, because it fixes that, among other things. Just had to set an appropriate background colour and use some alpha. My original sand tiles were completely opaque, because I wasn't aware of this issue.
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HoppyDragon

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Re: RantingRodent's Graphical Overhaul [1.0.4 Released]
« Reply #199 on: April 27, 2009, 05:22:11 am »

When you designate, it inverts the alpha channel on that square. I should probably release what changes I have built up already, because it fixes that, among other things. Just had to set an appropriate background colour and use some alpha. My original sand tiles were completely opaque, because I wasn't aware of this issue.

That would be great!  I'm playing right now, so I would really appreciate it. ;)
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Faenaris

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Re: RantingRodent's Graphical Overhaul [1.0.4 Released]
« Reply #200 on: May 06, 2009, 07:53:18 am »

Just wanted to pop in and give a big thumbs up. I love your graphic set a lot, RantingRodent. I'm still trying out the bells and whistles in DF, leading to some unfortunate 'accidents'. ;)

I noticed you were also working on some sprites for the Orc Mod. Do you intend to release those?
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RantingRodent

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Re: RantingRodent's Graphical Overhaul [1.0.4 Released]
« Reply #201 on: May 06, 2009, 10:55:02 pm »

Thanks! I'll make an effort to do the release soon. I have about 75% of the orc military done, and no domestics, but it's a start.

The main reason I'm delayed is that I'm busy working away at the game I started here: http://www.tojam.ca/
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Faenaris

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Re: RantingRodent's Graphical Overhaul [1.0.4 Released]
« Reply #202 on: May 07, 2009, 04:05:33 am »

Thanks! I'll make an effort to do the release soon. I have about 75% of the orc military done, and no domestics, but it's a start.

The main reason I'm delayed is that I'm busy working away at the game I started here: http://www.tojam.ca/

Thanks for the reply! I'm looking forward to the new release. :)

And that site you posted is addictive! At one point, I stopped reading and just started clicking in order to take down the bugs, Space Invader style!
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CobaltKobold

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Re: RantingRodent's Graphical Overhaul [1.0.4 Released]
« Reply #203 on: May 23, 2009, 11:27:33 pm »

Bwonk.

Also, a personal soft spot for lizardmen and snakemen, so perhaps tiles for them? As civs?
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RantingRodent

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Re: RantingRodent's Graphical Overhaul [1.0.4 Released]
« Reply #204 on: May 24, 2009, 09:38:18 pm »

Update! I had to pull the materials changes for the time being, because I didn't have time to actually test if they worked. I have not been playing DF at all so please keep an eye out for issues. The druid sprite will show up in the next update. I don't think it is actually used in DF at this time.

1.0.5
Dwarfs
- Added recruit graphics for Guards and Royal Guards
Elves
- Added the Captain of the Guard
- Added Mace Elves
- Added basic skeleton and wrestler skeleton
Orcs
- Added basic orc civilian graphics and most military jobs (graphics only, you'll need to install an orc mod and probably edit the graphics file to get it working)
Goblins
- Fixed invisible royal guards
Humans
- Updated graphics for Zombie Spearman, Zombie Axeman, Zombie Lasher, and Zombie Pikeman
Creatures
- Fixed several creature categories that had mangled configurations: Fanciful, River/Lake, Large Temperate, Large Tropical, Large Tundra (yes those were all broken - oops)
- Titan child was using the adult graphic
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Faenaris

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Urist be praised! Thank you for the update, RantingRodent. I will take a look once I get back to my DF pc.
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carebear

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This one's my favourite, thanks for the update. :)
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The13thRonin

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Human diplomats appear as default zombies... Why is that?

I haven't changed any of your files or anything...
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RantingRodent

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[DIPLOMAT:HUMANS:8:3:AS_IS:DEFAULT]

That puts him nowhere near the zombie sprites, so I'm a bit confused. I don't have time to test this right now, so I'd appreciate it if anyone else can find a human diplomat and see if they have the same problem.
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The13thRonin

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[DIPLOMAT:HUMANS:8:3:AS_IS:DEFAULT]

That puts him nowhere near the zombie sprites, so I'm a bit confused. I don't have time to test this right now, so I'd appreciate it if anyone else can find a human diplomat and see if they have the same problem.

I dig some digging (not of the deeper variety  :P) and I found out that all graphic sets seem to be suffering from the same problem... It's really weird...

PS - One of your kobold graphics files has an error in it... The error reads DEFAULT[ instead of DEFAULT]. It messes with the graphics. You might want to fix it.
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