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Author Topic: Stonesense - Old Official thread - Now locked  (Read 1719447 times)

therahedwig

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Re: Stonesense - Official thread
« Reply #4620 on: February 17, 2011, 08:03:36 pm »


All I have to say is that maybe in the higher grass densities, we could use a solid grass color background. That way it looks like a carpeted grass . Just a thought.
The higher grass densities might more require that they fill the square up more.
I've tweaked the grass since then and I think it fills up quite nicely. Do note I as a human am not very capeble of mimicking the paterns DF, and above that stonesense will make, so in the end it'll be a bit more random.(is using tiled to make these images)
Spoiler (click to show/hide)

In the end though, having grass-tiles underneath the denser grass wouldn't be too much of a problem with the current capabilities of stonesense.

yeah, my point was that you could just do whatever number of sprites you want, and they can be used appropriateley.

Oh, okay, alright then :)
That's looking pretty sweet wig
Thanks :3
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Dante

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Re: Stonesense - Official thread
« Reply #4621 on: February 17, 2011, 08:51:14 pm »

I agree, that's some nice grass, especially done so dern quick.

Rose

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Re: Stonesense - Official thread
« Reply #4622 on: February 17, 2011, 09:08:08 pm »

oh, by the way, just remember that, should you want to, the grass can be animated.
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Rose

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Re: Stonesense - Official thread
« Reply #4623 on: February 17, 2011, 09:58:03 pm »

alright, got grass to load in stonesense. now to get the tiles to show.
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Rose

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Re: Stonesense - Official thread
« Reply #4624 on: February 17, 2011, 11:15:33 pm »



progress!
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Deon

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Re: Stonesense - Official thread
« Reply #4625 on: February 17, 2011, 11:32:44 pm »

This is so awesome that I am afraid I could be sleeping after the night of modding and it's not real...
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Rose

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Re: Stonesense - Official thread
« Reply #4626 on: February 18, 2011, 12:34:10 am »

okay, on the SVN, there's a build with semi-working grass tile support.

things not working, that I know of:
Ramps.
Grass colors.

also, if anybody wants to make colors for the various grass types, feel free.
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Rose

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Re: Stonesense - Official thread
« Reply #4627 on: February 18, 2011, 01:06:39 am »

Addendium: I plan on supporting two distinct methods of specifying grass tiles.

Method 1 (currently implemented): as a separate tile, much like trees and bushes.
Method 2 (Not yet done): As an additional sprite layer on existing ground tiles.

method 1 allows for tall grass, like the ones already drawn.
method 2 allows for grass that forms to ramps, etc.

you will be able to use either, or both, but just remember that #2 has limits to how tall the grass can be.
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Ovg

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Re: Stonesense - Official thread
« Reply #4628 on: February 18, 2011, 01:25:34 am »

I just had an eyegasm.
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Rose

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Re: Stonesense - Official thread
« Reply #4629 on: February 18, 2011, 01:36:55 am »

Fixed some bugs, now it's better.



funny thing about the grass in DF.

a single tile can have 5 types of grass on it, but DF will only show the first one, so I decided to mimic that.
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Deon

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Re: Stonesense - Official thread
« Reply #4630 on: February 18, 2011, 01:48:55 am »

Oh, I like the less saturated look much more!
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Footkerchief

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Re: Stonesense - Official thread
« Reply #4631 on: February 18, 2011, 02:00:21 am »

Holy FUCK that looks good.  Amazing work, therahedwig and Japa.
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Mayama

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Re: Stonesense - Official thread
« Reply #4632 on: February 18, 2011, 02:04:55 am »

A little bit more contrast could help to seperate the grass leaves from each other.
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rephikul

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Re: Stonesense - Official thread
« Reply #4633 on: February 18, 2011, 02:08:51 am »

to be honest I like the old bright grass representation. This thing look more like some swampy pits.
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Kogut

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Re: Stonesense - Official thread
« Reply #4634 on: February 18, 2011, 02:38:44 am »

I have not idea why, but here: http://www.bay12forums.com/smf/index.php?topic=43260.msg1990956#msg1990956 grass looked a bit better.
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