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Author Topic: DWARFLETTER CLASSIC: ver 2.0  (Read 23952 times)

gtmattz

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Re: DWARFLETTER GOTHIC Tileset is OUT in BETA!
« Reply #30 on: July 16, 2009, 09:35:07 pm »

I wanted to spend a bit of time playing with this set before commenting to get used to it etc.  So far there is only one thing I would like to see different and that is the mining designation tile could use a border of some sort.  It makes planning things out a lot easier for me if there is a border, the solid brown area is at times hard to discern the exact number of tiles in a given area.  Just a minor darkening of the edges is all that would really be needed, but again this is just my personal taste.
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Bloogonis

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Re: DWARFLETTER GOTHIC Tileset is OUT in BETA!
« Reply #31 on: July 16, 2009, 09:56:37 pm »

this is where the tiles start to get annoying. the Mining designation tile is the same for the body of the trade depot. And the trade depot looks really good with the solid look. you just have to keep in mind all the different uses for each tile while doing it. if the tile is changed, you need to make sure it looks good in all instances.
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FluffyToast J

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Re: DWARFLETTER GOTHIC Tileset is OUT in BETA!
« Reply #32 on: July 17, 2009, 10:28:16 pm »

Could LordZorintrhox update the name of the thread each time he updates the tileset? It makes it a bit hard to check whether theres been any updates since the time I downloaded it, thanks.

I use it for all my saves now, its awesome ;D
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mission0

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Re: DWARFLETTER GOTHIC Tileset: ver 0.2.1 beta
« Reply #33 on: July 20, 2009, 01:19:59 am »

spiffy

I think I'll try this out.
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Dohon

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Re: DWARFLETTER GOTHIC Tileset: ver 0.2.1 beta
« Reply #34 on: July 20, 2009, 08:37:08 am »

Is it me, or does the latest Gothic package include all the modded files twice? I see the graphic images, the init and the soundfile, but there is also the 3 standard folders (art, init and raws). A quick check showed that the files in the "main folder", are the same as the ones in the subfolders. So, file duplication?

That said, I'm "digging" the tileset. ^^
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LordZorintrhox

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Re: DWARFLETTER GOTHIC Tileset: ver 0.2.1 beta
« Reply #35 on: July 20, 2009, 09:10:04 am »

Huh. I assumed my zip packager was smarter than that...which in retrospect was really fing stupid, since the file system itself isn't that smart and shouldn't be.

So much for being a CS major :)  Anyway, it won't affect the download size much for now.

Fixing...Fixed.
« Last Edit: July 20, 2009, 09:16:22 am by LordZorintrhox »
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...but their muscles would also end up looking like someone wrapped pink steel bridge-cables around a fire hydrant and then shrink-wrapped it in a bearskin.

HEY, you should try my Dwarfletter tileset...it's pretty.
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stormbringer951

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Re: DWARFLETTER GOTHIC Tileset: ver 0.2.2 beta
« Reply #36 on: July 21, 2009, 08:02:34 am »

Nice tileset. I'm following the various iterations on the DFFD RSS feed :)
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LordZorintrhox

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Re: DWARFLETTER GOTHIC Tileset: ver 0.2.2 beta
« Reply #37 on: July 22, 2009, 11:10:24 am »

Not to bump this thing too conspicuously, but I need to know what people think of the changes in the following areas:

HFS
New Metal colors
Any small animals/critters that have f-ed up colors
Purring Maggots
Glow tiles

As I myself haven't gotten to such things much.
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...but their muscles would also end up looking like someone wrapped pink steel bridge-cables around a fire hydrant and then shrink-wrapped it in a bearskin.

HEY, you should try my Dwarfletter tileset...it's pretty.
I make games, too

Fedor

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Re: DWARFLETTER GOTHIC Tileset: ver 0.2.2 beta
« Reply #38 on: July 26, 2009, 06:30:16 pm »

I really like this tileset.  I really dislike this tileset.  I've spent an afternoon modding it.

I'll list most of the critiques I've come up with so far, then post my current modified copy of the tileset, than present and talk about a couple of example images.  Hopefully, this method is found helpful and constructive.  'Cause this tileset's obviously get legs!



Critiques:
The first requirement for any tileset is to identify what's on screen.  This tileset gives me serious trouble here.  To my eyes, wood looks too much like metal ore, which looks too much like excavated rock, which looks too much like refuse, which looks too much like blocks, which look too much like boulders.   Unmined metal seams look too much like unmined ordinary rock, which looks too much like fluids (blood, lava, water), which look too much like saplings.

This issue is greatly exacerbated by the speckling surrounding all letters (in the standard sets) and the corner outlines for other characters (in all sets).  There's just too much visual distraction.

Smoothing and engraving floors and walls add to this problem, as they are too large and too bold for background.

The choice of a top view for various things yields images that don't look familiar and are over-complex for the 16x16 space available.  Dwarves in particular are hard to pick out, but I also have trouble with armor stands, statues, crowns, crafts, and meat.

The images for levers suffer exactly the opposite problem:  They're super-clear, but look industrial and modern and are therefore out of place.

Many of the other pictograms for furniture look unpolished compared to the work in Mayday's tileset.  In my modified copy, I replaced the images that I had most trouble with with ones from Mayday's tileset (some of which Herbdog originally drew).  They're more-or-less out of place, but I lack the skill to redraw them in a style more suitable for this tileset.

I love the new look of rock - this is one of the many brilliant bits in this mod! - but feel that unmined ore looks too much like ordinary rock, and that many of the new rock colors need reconsideration.  For example, giving grabbro a green highlight makes the unexcavated rock look like something special, which it isn't and too similar to olivine and serpentine.  It's also confusing to have largely green rock become dark grey rubble.  IMHO, the primary color of a rock should be consistent.  Similar comments apply to other rocks.  The color change to orthoclase I dislike; light purple is an even more "special" color than yellow, and orthoclase in nature tends to be yellowish.


In sum, the "artyness" is taken too far (at least for my taste), especially given the limited 16x16 size.

=====================

This modified version is based off of "DwarfletterGothicLite_16x16.bmp".


My changes (so far):

* Big change is to smoothed and engraved surfaces.  They're more subdued, subtly textured (like the tables and thrones) but no longer have ragged highlight edges, subtly grided, and a touch more smoothly rounded then the GothicLite original.  The capital "O" letter now compromises between being an "O" (it's now a little better at this), being a pillar (it's now much better at this), being a wall end (it's now worse at this), and being a glass portal (it's now a little batter at this).  Basically, I've tried to make things look "cleaner".

* Various replacement of problematic pictograms.  If I couldn't readily identify it, it got replaced with something out of Mayday.  The exception is that for tables, which I was able to edit a bit myself.  Most of the other furniture pictograms I also think imperfect, but I can at least recognize them.

* Restoration of the backets.  The "dogtag" images don't do it for me in any context.

* Rock doors show highlight color.  Doors are another things I *love* about this tileset.

* Smaller edits to various things.  "%" character is out of Mayday because the existing character was distracting in unknown rock areas.  The picture for the top of boulders was offset with that for boulders by one tile.





This picture shows the altered smoothed and engraved surfaces.  In the bottom-left corner is gabbro in grey, promising and delivering grey rubble.


Blocks and furniture.  Bin, barrel, and floodgate highlight colors are less jarring, metal floodgates and rock doors show some highlight color.  Blocks are out of Mayday.  This tileset's block character works brilliantly for the tops of trees, but very poorly for blocks.  And blocks are much more important to me than treetops.  I haven't gotten around to revising the image for ore, but it's too similar to those for various other things and ought to be changed.


« Last Edit: July 29, 2009, 05:40:46 am by Fedor »
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Eidalac

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Re: DWARFLETTER GOTHIC Tileset: ver 0.2.2 beta
« Reply #39 on: July 26, 2009, 06:53:43 pm »

*  Blanked out some tiles that I couldn't figure out a purpose for, to make it easier to identify what characters might be free for later modding.

# 1 is used for the south end of a 1 tile wide north-south bridge, or the south end of a raised east-west drawbridge.  The chair tile is the north mate for it.

#'s 4 & 5 are the east and west ends for 1 tile high east-west bridge, or the east and west ends of a raised north-south drawbridge.  Further, some trees use these tiles during winter (may only be #5).

#'s 2, 3 and 6 are the tail ends of ballista bolts, as is the table icon.  IIRC, table is for a north arrow, 2 is east, 3 west and 6 south, but I could have those reversed.

As far as I have ever been able to determine, the uses for these tiles are all hard-coded.


EDIT:

Oh, and #7 is supposed to be for metal flood-gates, though I've not built one of those to be sure, just going by the wiki on that info.

All the others I've verified in play.
« Last Edit: July 26, 2009, 06:59:49 pm by Eidalac »
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Fedor

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Re: DWARFLETTER GOTHIC Tileset: ver 0.2.2 beta
« Reply #40 on: July 26, 2009, 07:00:22 pm »

Eidalac, thanks for the info!  Modified copy re-uploaded with tiles restored.
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carebear

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Re: DWARFLETTER GOTHIC Tileset: ver 0.2.2 beta
« Reply #41 on: August 08, 2009, 05:49:41 pm »

I can get neither the original lite nor Fedor's modded lite to work. Do they need any special init.txt alterations? The default font works fine. All I changed in the init for trying to use the lite version was replacing the DwarfletterGothic_16x16.bmp entries with DwarfletterGothicLite_16x16.bmp but it didn't work: The sound plays on startup, but the screen stays black.

Am I missing something terribly obvious here?
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LordZorintrhox

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Re: DWARFLETTER GOTHIC Tileset: ver 0.2.2 beta
« Reply #42 on: August 08, 2009, 09:40:19 pm »

I am taking this under advisement; next version is in the works.  I'm hitting ore, logs, blocks, and walls.  Corner borders are completely removed, but kept in the floor silhouette so engraving is an even more marked difference.  The change to walls may be drastic.
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...but their muscles would also end up looking like someone wrapped pink steel bridge-cables around a fire hydrant and then shrink-wrapped it in a bearskin.

HEY, you should try my Dwarfletter tileset...it's pretty.
I make games, too

Eidalac

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Re: DWARFLETTER GOTHIC Tileset: ver 0.2.2 beta
« Reply #43 on: August 09, 2009, 02:49:51 am »

I can get neither the original lite nor Fedor's modded lite to work. Do they need any special init.txt alterations?

Shouldn't.

One thing to check - make sure the .bmp file is in the /data/art directory.  Only other thing I can think of off the top of my head is to make sure you spelled the file name correctly.
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Fedor

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Re: DWARFLETTER GOTHIC Tileset: ver 0.2.2 beta
« Reply #44 on: August 17, 2009, 12:12:03 pm »

I am taking this under advisement; next version is in the works.  I'm hitting ore, logs, blocks, and walls.  Corner borders are completely removed, but kept in the floor silhouette so engraving is an even more marked difference.  The change to walls may be drastic.
[shameless bump]Looking forward to this![/shameless bump]
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