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Author Topic: Stonesense - Old Official thread - Now locked  (Read 1732588 times)

therahedwig

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Re: Stonesense - Official thread
« Reply #4575 on: January 22, 2011, 05:13:46 am »

Multilevel trees! W00t!

In preparation of whatever toady's gonna come up with, I presume?
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Stonesense Grim Dark 0.2 Alternate detailed and darker tiles for stonesense. Now with all ores!

Rose

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Re: Stonesense - Official thread
« Reply #4576 on: January 22, 2011, 05:14:45 am »

actually, no. just to make the current trees look better.
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dennislp3

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Re: Stonesense - Official thread
« Reply #4577 on: January 22, 2011, 05:32:28 am »

Well those palm trees look bad ass!

Do all sprites always show up in the same position?...cause you could add a tiny (tiny tiny) curve into the palm trees and have them generate in a random facing to increase the look of variety....
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Rose

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Re: Stonesense - Official thread
« Reply #4578 on: January 22, 2011, 05:39:38 am »

as it is right now, you can add a curve to the trunk, and it'll be on all the trees, but I'll work on getting the trees support random sprites (they do right now, actually, but it's not coordinated, so each section of the tree would be random independent of every other section, which may or may not look good, depending on the tree)

The reason I'm implementing these kind of trees is because in my personal head canon, the tree icons in DF are simply representations of the impassable trunk, with the rest of the tree being abstracted away because dorves aren't affected by it.
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dennislp3

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Re: Stonesense - Official thread
« Reply #4579 on: January 22, 2011, 05:42:46 am »

Thats true...at least until multi tile entities become possible..then we could have large 2x2 trees or whatever.

Keep up the good work! You guys have by far the best visualizer in my mind.
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Kogut

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Re: Stonesense - Official thread
« Reply #4580 on: January 22, 2011, 05:52:35 am »

Why part of palms are just trunk without anything else?
Is it possible to do sth with "green tile under tree and yellow around"
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dennislp3

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Re: Stonesense - Official thread
« Reply #4581 on: January 22, 2011, 05:58:38 am »

Part of the palms are cut off cause they are multi level...so if you look the cut off ones are on higher ground than the ones you see in full.
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DwarvesH

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Re: Stonesense - Official thread
« Reply #4582 on: January 23, 2011, 12:31:50 pm »

Wow, really awesome. Makes me add support for desert landscapes and for multilevel trees :).

Do we need to wait for 2.3 to try it out? I guess the only way to get my hands on it until then is to get it from SVN.

Bellerophon

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Re: Stonesense - Official thread
« Reply #4583 on: January 26, 2011, 06:26:17 am »

Personally, I didn't like colours so bright as those in stonesense, so I wrote a little python script that reduces them all in one go (also lets you play with the overall contrast etc). Works fine except for Orthoclase, which has an RGB value of 248,487,133. As far as I can tell stonesense is using an RGB roughly equivalent to 248,225,133, but I have no idea how it's arriving at that. Doesn't really matter; I'm just changing it to 225 before I run the script, but it's leaving me curious.
« Last Edit: January 26, 2011, 06:40:38 am by Bellerophon »
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Rose

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Re: Stonesense - Official thread
« Reply #4584 on: January 26, 2011, 06:29:42 am »

there's a little-ish xml file that contains the rbg values for all materials in the game. the colors are hand-picked by me.
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Bellerophon

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Re: Stonesense - Official thread
« Reply #4585 on: January 26, 2011, 06:40:06 am »

there's a little-ish xml file that contains the rbg values for all materials in the game. the colors are hand-picked by me.

That's what I'm talking about. Colors_Stone_Mineral.xml - at least the one that ships with 2.2 - lists Orthoclase as <color red="248" green="487" blue="133">. Somehow Stonesense displays a colour more like (248,225,133).
« Last Edit: January 26, 2011, 06:42:12 am by Bellerophon »
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Rose

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Re: Stonesense - Official thread
« Reply #4586 on: January 26, 2011, 06:49:13 am »

487? what?

that's not meant to be that number.

and the values are capped at 255.
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Bellerophon

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Re: Stonesense - Official thread
« Reply #4587 on: January 26, 2011, 07:02:51 am »

487? what?

that's not meant to be that number.

and the values are capped at 255.

Yeah, wasn't sure what was going on; figured it wasn't capping to 255 'cos if you bring 487 down to 255 then it renders orthoclase as pale green. Unless maybe there's a second typo and it's checking if they're over 255 then setting values over it to 225.
« Last Edit: January 26, 2011, 07:06:03 am by Bellerophon »
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Rose

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Re: Stonesense - Official thread
« Reply #4588 on: January 26, 2011, 07:30:56 am »

the loaded numbers are passed directly to allegro, which converts them to floats.

487 was probably meant to be 187 or something. feel free to change it to whatever you wish. if you end up with better looking colors than the ones I put in there, we'll use yours instead of mine.
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Bellerophon

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Re: Stonesense - Official thread
« Reply #4589 on: January 26, 2011, 07:40:39 am »

487 was probably meant to be 187 or something. feel free to change it to whatever you wish. if you end up with better looking colors than the ones I put in there, we'll use yours instead of mine.

Oh, in mine I'm changing all of them, just as a personal thing. They're all gonna be much dimmer than the current version. (EDIT: Muahahahah! That's what you get for making my fortress absurdly technicolor, orthoclase, copper and bauxite!)

If you want to make the default number sane for 2.3, though, then changing the green value to 230 gives you the same shade as the 487 in the current XML. I'm guessing that's what allegro's sanity-checking it to. (187, incidentally, is full-on orange)
« Last Edit: January 26, 2011, 10:49:15 am by Bellerophon »
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