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Author Topic: Pseudo-ASCII Digraph Creature Graphics (proof-of-concept, WIP)  (Read 7005 times)

Deon

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Re: Pseudo-ASCII Digraph Creature Graphics (proof-of-concept, WIP)
« Reply #15 on: November 22, 2009, 12:51:25 am »

Native support for this would be sexy.  Very cool idea.
There's a native support for this.
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Re: Pseudo-ASCII Digraph Creature Graphics (proof-of-concept, WIP)
« Reply #16 on: November 22, 2009, 01:09:36 am »

Native support for this would be sexy.  Very cool idea.
There's a native support for this.

I guess I wasn't clear - I meant having the game piece together the letters, instead of making all the combinations.
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G-Flex

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Re: Pseudo-ASCII Digraph Creature Graphics (proof-of-concept, WIP)
« Reply #17 on: November 22, 2009, 07:14:53 pm »

It wouldn't be able to use the regular font, though.


I finished the program and made a tileset. There is a problem, however.


The problem is that, when you color a tile yourself in the creature set and tell DF to use that color, it will never change that color. So a dog (brown) lying on the ground (brown background) looks invisible.

Of course, it would be easy enough to modify the program to produce creature graphics that are colored by DF instead of being colored in the creature graphics.


This presents another problem: Your DF raws aren't going to be set up to use the colors that I chose, and editing those by hand would be an exercise in tedium.

The solution: I'm going to fix up the way it writes the tiles, as described, but also add a bunch of code to edit the creature object raws for you, no matter how many of them you have or what they're called.


So it'll still be a little while before anything usable comes out of this.
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== Human Renovation: My Deus Ex mod/fan patch (v1.30, updated 5/31/2012) ==

DennyTom

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Re: Pseudo-ASCII Digraph Creature Graphics (proof-of-concept, WIP)
« Reply #18 on: November 23, 2009, 10:13:15 am »

The solution: I'm going to fix up the way it writes the tiles, as described, but also add a bunch of code to edit the creature object raws for you, no matter how many of them you have or what they're called.

Or just add border to letters
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G-Flex

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Re: Pseudo-ASCII Digraph Creature Graphics (proof-of-concept, WIP)
« Reply #19 on: November 25, 2009, 08:11:29 pm »

I took up that suggestion and added support for letter borders. It was a simpler suggestion, it turned out, and probably will wind up looking better anyway. The only real issue was resizing a couple things to make sure the outlines themselves fit in the tiles vertically. Sometimes, with the diacritics, the bottoms and tops are missing a bit of border, but it honestly shouldn't matter much.


I'm not uploading the program itself yet, because it needs a LITTLE bit more testing. Same goes for the ligature-style graphics.

I have a working (hopefully!) narrow-style graphics pack on the DFFD, though.

http://dffd.wimbli.com/file.php?id=1637

I might tweak the letters/colors a bit in the future. I'm not sure.


If anybody has any suggestions, please let me know! Or if anything's just flat-out broken.

In the meantime, I'll try to get the wide/ligature style stuff working. If that works as planned, then the program should be working as intended and I can start distributing that as well.
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== Human Renovation: My Deus Ex mod/fan patch (v1.30, updated 5/31/2012) ==

Footkerchief

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Re: Pseudo-ASCII Digraph Creature Graphics (proof-of-concept, WIP)
« Reply #20 on: December 08, 2009, 06:52:04 am »

I'm posting this in all the relevant/active Modding threads.  There's a good chance that the next version's graphics system will allow you to use separate graphics for males and females, and any other creature castes:

Quote from: Footkerchief
Have caste selectors been added to the creature graphics system?

I thought they were, but maybe that was just raw positions.  I've made a note.
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G-Flex

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Re: Pseudo-ASCII Digraph Creature Graphics (proof-of-concept, WIP)
« Reply #21 on: December 08, 2009, 10:26:39 pm »

Well, that kind of makes what I'm doing (where "doing" = "procrastinating about") kind of outmoded, unless anybody has any ideas.
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== Human Renovation: My Deus Ex mod/fan patch (v1.30, updated 5/31/2012) ==

Heliomance

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Re: Pseudo-ASCII Digraph Creature Graphics (proof-of-concept, WIP)
« Reply #22 on: December 09, 2009, 08:34:29 am »

And yeah, I'll probably just change lions to "Ln".
I have a sudden urge to attempt to spell out mathematical formulae using animals.
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Halconnen

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Re: Pseudo-ASCII Digraph Creature Graphics (proof-of-concept, WIP)
« Reply #23 on: December 12, 2009, 08:15:04 am »

And yeah, I'll probably just change lions to "Ln".
I have a sudden urge to attempt to spell out mathematical formulae using animals.

HareogenDioxen?
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G-Flex

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Re: Pseudo-ASCII Digraph Creature Graphics (proof-of-concept, WIP)
« Reply #24 on: December 12, 2009, 02:25:48 pm »

I have no idea what that is.
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== Human Renovation: My Deus Ex mod/fan patch (v1.30, updated 5/31/2012) ==

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Re: Pseudo-ASCII Digraph Creature Graphics (proof-of-concept, WIP)
« Reply #25 on: December 31, 2009, 07:48:26 pm »

This is awesome, please continue!
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G-Flex

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Re: Pseudo-ASCII Digraph Creature Graphics (proof-of-concept, WIP)
« Reply #26 on: December 31, 2009, 08:03:53 pm »

Oh, damn. I never did the final tests or anything.


Keep in mind that I might have some trouble with the next version of the game, since it'll have arbitrary castes and you'll be allowed to use different tiles for different castes, like you can with professions now. Frankly, I'm not sure how to handle this. A solution might be easy, or difficult, or simply infeasible.


I have to go do New Years things today and tomorrow, but I will try to work on this more in the near future.
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== Human Renovation: My Deus Ex mod/fan patch (v1.30, updated 5/31/2012) ==
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