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Author Topic: RantingRodent's Graphical Overhaul [40d] - [New thread to be opened for 0.31]  (Read 123723 times)

Hippoman

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Re: RantingRodent's Graphical Overhaul
« Reply #345 on: December 10, 2009, 06:19:04 pm »

Can you make a Hippoman for my Hippoman civ?
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THPÆCROSSISM
ΘπÆ┼ - Rise up against our superiors! Let all dwarves be equal!
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RantingRodent

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Re: RantingRodent's Graphical Overhaul
« Reply #346 on: December 10, 2009, 09:07:51 pm »

That'll be tough to pull off, since hippos are quite large to begin with, but I can give it a shot. I want to get the next release pushed out first, though.

On an unrelated note, I just tried my pack with the Natural 2 colour scheme from the wiki and I think it works a lot better than the default scheme. The more washed out tones help combat the jumbled feeling that graphics packs sometimes create.
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RantingRodent

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Re: RantingRodent's Graphical Overhaul
« Reply #347 on: December 11, 2009, 12:44:09 pm »

No opinions on the font changes? I'd think this is an area where people would be a little more opinionated.

I'm redoing the water tiles from scratch to be more similar to the original one tilde, two tilde design, since Toady did the flow animations with that kind of look in mind. Results are good so far.
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Hippoman

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Re: RantingRodent's Graphical Overhaul
« Reply #348 on: December 11, 2009, 06:05:07 pm »

Water sure the water has as little bordering lines as possible. So it transitions faster and more smoothly.
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daemoria

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Re: RantingRodent's Graphical Overhaul
« Reply #349 on: December 11, 2009, 11:07:16 pm »

I love the new chair sprite you did, the non-directional nature of it will let it fit much more cleanly into grandhalls. The less cluttered clothing items are also nice.

When do you think you'll be making up a new pack, I love it, and I cant wait to play with the new creature sprites as well.
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RantingRodent

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Re: RantingRodent's Graphical Overhaul
« Reply #350 on: December 12, 2009, 01:29:57 am »

I had the same thought about the chair - it didn't really look right in most places actually.

I still need to sort out the materials that have invisible doors, and I just noticed yesterday that Rock Crystal is using the wrong tile. I might be able to pack something up tonight if all goes well.
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Tasogare Reiken

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Re: RantingRodent's Graphical Overhaul
« Reply #351 on: December 12, 2009, 02:53:56 am »

Looks good ^^.

I immediately noticed the Zelda tiles, what other sources did you use for this?

EDIT:

Tried using it, putting it on a fresh copy of DF 40d.

Putting in just the Main and Init portions of the download get me a blank screen, fullscreen or windowed.

When investigating, I wander into the Init file and change this

Spoiler (click to show/hide)

into this

Spoiler (click to show/hide)

I start it up and all seems well at first, but I start pulling up worldgen to do a test run and the wierdest thing happens. The entire program seems to have some sort of graphical lag. That is, it keeps flashing between current and previous frame states. Example, moving the cursor on the main menu to highlight other options makes whatever I touch change rapidly from grey to white. Or when I get all embarked, and move around, its like the entire viewable area is blinking between one frame and the previous frame shown.

I don't have any problems with vanilla DF or Mayday's graphics, so I don't think its a driver issue.
« Last Edit: December 12, 2009, 03:48:50 am by Tasogare Reiken »
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RantingRodent

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Re: RantingRodent's Graphical Overhaul
« Reply #352 on: December 12, 2009, 08:02:38 am »

Are you absolutely sure it was 40d and not one of the numbered 40d releases? There's a separate init file included in the package for use with the numbered 40d releases.
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Eidalac

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Re: RantingRodent's Graphical Overhaul [My first from-scratch Civ graphics]
« Reply #353 on: December 12, 2009, 08:09:01 am »

If anyone could post some screencaps of my set being used with a larger fortress I'd appreciate it. Not playing DF myself means I don't really get to see the fruits of my labour.

Particularly if you have catapults and ballistae. I just saw them in a screenshot somewhere and one of the tiles was really wrong. I'd like to fix that if possible.

http://img109.imageshack.us/gal.php?g=rodentsample1.png
http://img193.imageshack.us/gal.php?g=rodentsample2.png

Here is a selection from the sprawl of Friendlash.
« Last Edit: December 12, 2009, 08:12:18 am by Eidalac »
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RantingRodent

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Re: RantingRodent's Graphical Overhaul
« Reply #354 on: December 12, 2009, 10:30:20 am »

I immediately noticed the Zelda tiles, what other sources did you use for this?

There's also sprites from the venerable RPGMaker 2000 and a couple from the Lufia series. I actually plan to remove the zelda ones in particular, as they don't really match the style of the other sprites very well.

Thanks, Eidalac. Looks good. Did you modify the set at all? I noticed the ballistae don't have the pile of bones tile in them.
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Eidalac

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Re: RantingRodent's Graphical Overhaul
« Reply #355 on: December 12, 2009, 07:29:21 pm »

Thanks, Eidalac. Looks good. Did you modify the set at all? I noticed the ballistae don't have the pile of bones tile in them.

No, I just backed up my own files and tossed yours in.
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XShrike

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Re: RantingRodent's Graphical Overhaul
« Reply #356 on: December 13, 2009, 05:56:39 pm »

So do you have any ideas for the new stuff coming up?  Like Doctors and the possibility of Ale Elementals?
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RantingRodent

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Re: RantingRodent's Graphical Overhaul
« Reply #357 on: December 13, 2009, 06:56:18 pm »

If you look back a few pages, I've already got sprites ready for dwarven medical staff and quartermaster. I'm waiting for concrete details about what we can do graphically in the next release before I plan more than that.
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Footkerchief

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Re: RantingRodent's Graphical Overhaul
« Reply #358 on: December 13, 2009, 07:40:30 pm »

If you look back a few pages, I've already got sprites ready for dwarven medical staff and quartermaster. I'm waiting for concrete details about what we can do graphically in the next release before I plan more than that.

You probably already saw this, but: "Any of the new positions can be linked to creature graphics in the same way as before now."

I guess it's still uncertain what positions there'll be.
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RantingRodent

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Re: RantingRodent's Graphical Overhaul
« Reply #359 on: December 13, 2009, 09:24:39 pm »

I didn't see that stated outright, but I kind of assumed it. It's mostly knowing what the positions are. The only ones I've seen mentioned in particular are physicians, Head Physician, and Quartermaster.

Also, there's one existing Profession  (not position) that I've never seen anyone create a sprite for; Administrator. Why is that?
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