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Author Topic: New Graphics set in the making (halted)  (Read 77148 times)

Neruz

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Re: New Graphics set in the making
« Reply #120 on: May 04, 2009, 07:04:36 am »

RE:  Philosopher 1
"Hey, Onul!  What does the scouter say about his power level?"
Classic :D
Dwarves have Anime too.

The Doctor

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Re: New Graphics set in the making
« Reply #121 on: May 04, 2009, 07:06:01 am »

Yeah, it's what Dabbling engravers make.
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Sean Mirrsen

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Re: New Graphics set in the making
« Reply #122 on: May 04, 2009, 01:04:55 pm »

You can actually have great detail and use 32x32 sprites in DF. If you set BLACK_SPACE to NO and TEXTURE_PARAM to LINEAR, you can get 32x32 sprites to scale down to 16x16 with some extra details carried over.
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Multiworld Madness Archive:
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Beefmo

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Re: New Graphics set in the making
« Reply #123 on: May 04, 2009, 02:37:04 pm »

Late start to the day.... So just a few more quick nobles and a missed job!

Alchemist -> Advisor -> Outpost liason (with functional yet noble sleeve-less purple trenchy!)



To Sean Mirrsen: If I'm reading you correctly. The problem with working in 32X32 then scaling down to 16X16 is that you lose alot of control. Those extra details that you try to shrink down end up losing their definition and you don't get the crisp detail that i believe you need in a 16X16 tileset. But if I've understood you wrong just ignore me and look at the perdy advisor! :P

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Sean Mirrsen

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Re: New Graphics set in the making
« Reply #124 on: May 04, 2009, 02:43:20 pm »

You don't get crisp detail, but you get the sort of antialiased mipmap version of your tiles. I think there was a screenshot of DF running in 32x32 font a-la handwriting, it looked very interesting.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
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Beefmo

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Re: New Graphics set in the making
« Reply #125 on: May 04, 2009, 05:23:33 pm »

Had a crack at royals. Don`t know how people will take to the beardless female cohorts, but I think they turned out ok.

Royal progression: Baron -> -> -> King (With respective consorts below)



To Sean Mirrsen: You`ll have to try to dig up that screen shot for me.
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The Doctor

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Re: New Graphics set in the making
« Reply #126 on: May 04, 2009, 05:29:17 pm »

Are you testing these in the game to make sure they are readable?
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Beefmo

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Re: New Graphics set in the making
« Reply #127 on: May 04, 2009, 05:40:00 pm »

To DoctorZ: It`s pretty easy for me to check visibility in game. 100% zoom and black background is close enough to ingame for me to check. Eg: Last bunch of royals.

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Org

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Re: New Graphics set in the making
« Reply #128 on: May 04, 2009, 05:42:35 pm »

Can you make them larger ingame?

Or will they be bigger when I do full screen?

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Footkerchief

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Re: New Graphics set in the making
« Reply #129 on: May 04, 2009, 06:01:24 pm »

16x16 is the more or less the maximum practical tile size, since (at present) the minimum grid width of the DF display is 80, and 16x80 = 1280 is a fairly typical horizontal resolution.  24x24 would just barely work for those with gigantic 1920x1200 monitors.

However, if you so desire, it's easy to set your windowed resolution to 2 * grid size * tile size (in both X and Y directions).  Or 1.5, or whatever.  This will stretch the tiles.  There's also some texture scaling parameter you can adjust to make it look better.
« Last Edit: May 04, 2009, 06:03:14 pm by Footkerchief »
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Beefmo

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Re: New Graphics set in the making
« Reply #130 on: May 04, 2009, 06:41:03 pm »

^What he said.

(Edit)
SCRATCH THE REST OF THIS POST UNLESS YOU WANT YOUR DWARVES TO BECOME GHOSTS AND YOUR CAPITOL L's TO BE BANISHED FROM EXISTANCE!

... or try it with a backup copy... if your mayday pack is 40d# plus...

.. so prolly just scratch it..


And I thought I'd just chuck this out there for anyone that wanted to try them out ingame. It's just my dwarfs thrown into Mayday's sprite sheet so I didn't have to go write up a graphics txt for it. Not all jobs are in it, but it gives a good preview. So if your using DFG just replace the "dorfs.bmp" with this "dorfs.png" and in the "graphics_mayday" 4th line down change the [FILE:mayday/dorfs.bmp] to [FILE:mayday/dorfs.png]

... if only photobucket let me upload bitmaps.... WANKERS!




(Edit)
It's just for people to test it out and see what they think.. its by no means finished as I haven't divided on which route to take the fortress/royal guard so you wont be able to tell them apart from your military in this test :P

(Edit) Proper copies up on first post!
« Last Edit: May 05, 2009, 09:01:56 pm by Beefmo »
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Sepis

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Re: New Graphics set in the making
« Reply #131 on: May 04, 2009, 08:03:28 pm »

Just tried to do this for an existing fort, and all of my dwarfs turned invisible.

And yes, I am totally new to the forums, but this graphics pack is actually cool enough that I felt I needed to partake in the discussion.

Keep up the phenomenal work, and here's to hoping people keep hammering out playing as the other races so we can use the amazing job sprites you worked up.

Edit: As an added bonus, when starting a new game with an existing world, a lot of random letters of text has disappeared entirely.  And in the light of clarification: even Mayday's leftover dwarves are invisible now.
« Last Edit: May 04, 2009, 08:14:42 pm by Sepis »
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Beefmo

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Re: New Graphics set in the making
« Reply #132 on: May 04, 2009, 08:06:59 pm »

I prolly messed something up.. lemme go check.. berb!
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Beefmo

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Re: New Graphics set in the making
« Reply #133 on: May 04, 2009, 08:26:32 pm »

Ok, so you already have the mayday pack installed? Maybe I wasn't very specific with my crappy set of instructions. So lets try again! (And tell me if you did anything else other than this with the mayday pack installed)

Copy the dorfs.png to (Your dwarf fortress folder here)\raw\graphics\mayday\

Open the "graphics_mayday.txt" in the previous folder (\raw\graphics\) and change the line (about 4 down) that says:

[TILE_PAGE:DORFS]
   [FILE:mayday/dorfs.bmp]
   [TILE_DIM:16:16]
   [PAGE_DIM:12:22]

To:

[TILE_PAGE:DORFS]
   [FILE:mayday/dorfs.png]
   [TILE_DIM:16:16]
   [PAGE_DIM:12:22]


It sounds like you may have mistyped something in the "graphics_mayday" so DF isn't finding the dwarf graphics for either mine or mayday's.

Hope that helped ><

(Edit/Update)

Aaaannnnddd... got round to some of the less fun ones I've been putting off. The life cycle of a dwarf?

Baby -> Child -> Prisoner

« Last Edit: May 04, 2009, 08:32:49 pm by Beefmo »
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Sepis

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Re: New Graphics set in the making
« Reply #134 on: May 04, 2009, 08:31:32 pm »

graphics_mayday

[OBJECT:GRAPHICS]

[TILE_PAGE:DORFS]
   [FILE:mayday/dorfs.png]
   [TILE_DIM:16:16]
   [PAGE_DIM:12:22]

Cut/paste out of graphics_mayday I'm currently using, so as you can see, things look hunky dory.  Still, no dwarves, and random letters refuse to exist anywhere in the game.  Like capital E.

I saved the image you hosted, it has the correct file name and type, and even lives in the proper place to boot.

E: Do tile sets have to be bmps and not pngs?
E2: Tried the bmp file type, to no avail.  Every dwarf's still invisible make that a black square.
« Last Edit: May 04, 2009, 08:38:17 pm by Sepis »
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