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Author Topic: Stonesense - Old Official thread - Now locked  (Read 1720807 times)

Thoth

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Re: Stonesense - Official thread
« Reply #3525 on: July 17, 2010, 11:30:42 pm »

My entire Memory.xml, hope it helps. Not sure if pastebin didn't murder it tho. :)
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Solifuge

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Re: Stonesense - Official thread
« Reply #3526 on: July 17, 2010, 11:51:34 pm »

I found the previous page's discussion rather nihilistic and silly. Glad it's over.

Anywho, I've been messing with irregular (non-cube) tile shapes, and came up with the following:


Going to get all the Natural Stone Tile types down using a similar geometry, so ore veins and gem deposits can be layered over base stone tiles. (There's a simple Moss texture here showing the same principle behind this; the tiles are designed to have divisions in certain places, so that one Moss Overlay can be put over natural sandstone pillars or Stone Block Walls, and it will look as though it is growing in cracks or along contours.)

The tiles have been redesigned so that a black hollow area is on the top of all Wall tiles, so that when viewing in the underground layers, you can quickly tell that the you're not at the topmost layer. Any walls without floors on top would display with the top part black implying a cutaway, and you can also use the half-tall cutaway blocks to display interiors in single-layer view, or in the case that simple foreground wall cutaway logic is implemented... rather than those Cyan thatched block things that are currently being used.

Also, you might notice the tiles with and without borders. The bordered versions are for displaying on edges so you can tell same-colored walls from floors, while the unbordered versions are for displaying multiple contiguous walls. You can cut and paste certain parts the bordered-tile graphic and overlay them on the non-outlined tiles when there is open space adjacent to them, to create dynamic borders. I suppose you could instead code the engine to learn to recognize the edges of 2D graphics, and draw a shaded border along it as needed that would work as well, but that sounds like it could be a pain to code.



« Last Edit: July 17, 2010, 11:53:43 pm by Solifuge »
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Rose

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Re: Stonesense - Official thread
« Reply #3528 on: July 18, 2010, 12:04:03 am »

okay, things to implement:

possible per-tile borders, for ones that aren't straight.
tile-specified cross-section, replaces the hatch thing.
moss.

did I get that right?

anybody got a for with moss in it that I can use for testing?
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As Always

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Re: Stonesense - Official thread
« Reply #3529 on: July 18, 2010, 12:27:16 am »

Finally got it to work, thanks for the help all who contributed.
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Retro

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Re: Stonesense - Official thread
« Reply #3530 on: July 18, 2010, 12:33:04 am »

Those new stone graphics look outstanding. How well does the orange/natural rock one tile? The floors appear to tile fine but I can't tell if the walls would (or maybe you're not done working on them anyhow).

Reese

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Re: Stonesense - Official thread
« Reply #3531 on: July 18, 2010, 01:09:18 am »

Solifuge, those tiles look awesome. :)
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Solifuge

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Re: Stonesense - Official thread
« Reply #3532 on: July 18, 2010, 02:47:34 am »



Here's a better show of the new stuff tiling. Though right now it's just using one tile per texture, these are eventually going to pull from a set of 4 different graphics for each tile type, similar to how in DF each stone tile displays as one of several punctuation symbols (,.'`). Also each stone type (Metamorphic, Igneous Extrusive, etc.) will have a separate set of graphics. The stone featured here will be Striated Sedimentary, as in for Sandstone, Slate, etc.
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Rose

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Re: Stonesense - Official thread
« Reply #3533 on: July 18, 2010, 04:07:37 am »

Here's another shot showing the tiling
Spoiler (click to show/hide)
« Last Edit: July 18, 2010, 04:12:04 am by Japa »
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shibdib

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Re: Stonesense - Official thread
« Reply #3534 on: July 18, 2010, 04:17:26 am »

Here's another shot showing the tiling
Spoiler (click to show/hide)

awesome work
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James.Denholm

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Re: Stonesense - Official thread
« Reply #3535 on: July 18, 2010, 05:35:48 am »

Here's another shot showing the tiling
Spoiler (click to show/hide)

You, sir, have a weird way of announcing features.

I like it.
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punkibastardo

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Re: Stonesense - Official thread
« Reply #3536 on: July 18, 2010, 05:49:52 am »

It's implemented already? looks awesome!
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Rose

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Re: Stonesense - Official thread
« Reply #3537 on: July 18, 2010, 06:36:27 am »

Right, so here's the how it's done:

Spoiler: block_walls.png (click to show/hide)

Spoiler: block_floors.png (click to show/hide)

Spoiler: block_walls.xml (click to show/hide)

[EDIT] when lines are the same color as the forum background, pink is needed.
« Last Edit: July 18, 2010, 06:39:44 am by Japa »
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Andir

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Re: Stonesense - Official thread
« Reply #3538 on: July 18, 2010, 07:34:50 am »

anybody got a for with moss in it that I can use for testing?

Maybe... although it was a fort I created WAY back in the Mayday DFG8 version (I think.)

I have been unsuccessful at getting it in the new version.  I'm sure that if it's possible to update saves it will probably have to be opened in an intermediate version of DF to be compatible with the new DF?

http://dffd.wimbli.com/file.php?id=2721
« Last Edit: July 18, 2010, 07:41:42 am by Andir »
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MMad

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Re: Stonesense - Official thread
« Reply #3539 on: July 18, 2010, 08:21:38 am »

Japa, Solifuge: you guys rock. :) This looks awesome.
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