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Author Topic: Ironhand's Graphics Set (on Hiatus)  (Read 1234683 times)

Wavecutter

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Re: Ironhand's Graphics Set (here's 0.43!)
« Reply #1455 on: July 15, 2010, 01:18:02 pm »

Why add more work for Iron and Worm? I propose that if there is some tile a person dislikes that they can edit the files themselves to fit what they want. i am more than happy to use this tile set without placing any undue burden on it's creator/s
I already volunteered to do it some pages ago, after proposing the idea. ;P
Programming is not the work of Iron and Worm, after all.

Yeah, forgot about that post.
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Ironhand

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Re: Ironhand's Graphics Set (here's 0.43!)
« Reply #1456 on: July 15, 2010, 01:32:30 pm »

Not that we can't program.

At least, I don't know about WormSlayer;
but I write a little Java every now and again.

Did you guys see that DF chess board I made a while back?
I think the only people that saw it were the DF Fan Art people.
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Urist McFail

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Re: Ironhand's Graphics Set (here's 0.43!)
« Reply #1457 on: July 15, 2010, 03:34:13 pm »

When you decide on a chair style, remember that they are used as tiles in raised drawbridges.
In my current crummy fort my left raising drawbridge looks funny with its side on chair as the top tile, the upside down square stool on the bottom tile is perfect though.

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WormSlayer

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Re: Ironhand's Graphics Set (here's 0.43!)
« Reply #1458 on: July 15, 2010, 07:00:03 pm »

I dabble, what was the question? Oh duh :P

Didnt someone else say there is already an app for mixing and matching tile sets?

Also: I just installed the latest tileset, but when I embark the ground is littered with weird flashing tiles constantly changing material? O.o

From some forum searching this seems to be a problem relating to duplicate entries in the raw files?
« Last Edit: July 15, 2010, 07:23:46 pm by WormSlayer »
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TealThanatos

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Re: Ironhand's Graphics Set (here's 0.43!)
« Reply #1459 on: July 15, 2010, 07:05:07 pm »

And that's why I think a custom make-your-own-tileset install helper would be great! :)
Square benches for me btw.

Great work!

BTW: Because no one commented on it, I post it again:

http://www.bay12forums.com/smf/index.php?topic=53180.msg1396828#msg1396828
What do you think? Tile magic is missing at this point, though.

Vince, it's difficult to picture them in game in contrast to the current ones, which is probably why not much response. If you can get them as a screenshot in game people are going to be more likely to comment on it :)
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Vince

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Re: Ironhand's Graphics Set (here's 0.43!)
« Reply #1460 on: July 16, 2010, 02:26:37 am »

Not that we can't program.
Not that I wanted to imply that! :)
Quote
Vince, it's difficult to picture them in game in contrast to the current ones, which is probably why not much response. If you can get them as a screenshot in game people are going to be more likely to comment on it
True, but I lack the skill/time to add tile magic to them.
I will try, though.
Tried and failed, sorry guys.
I couldn't figure out how to change the pebbles so that they work like the gems in the gem tile.
« Last Edit: July 16, 2010, 03:13:40 am by Vince »
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WormSlayer

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Re: Ironhand's Graphics Set (here's 0.43!)
« Reply #1461 on: July 16, 2010, 12:21:02 pm »

I couldn't figure out how to change the pebbles so that they work like the gems in the gem tile.

The gems tiles work like this:

The gem in the middle is only in the RGB part of the image, so that gets tinted to the foreground colour. The stone detail is only in the alpha channel and in game, the background colour (grey usually) bleeds through.

A lot of other tiles do the opposite though just for fun and it confuses the hell out of me sometimes :D
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nenjin

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Re: Ironhand's Graphics Set (here's 0.43!)
« Reply #1462 on: July 16, 2010, 02:43:17 pm »

Hey Ironhand,

This is the first time I've sat down to use your tileset. It's great, but there are some readability issues for me. I don't know if it's been mentioned before but...

Spoiler (click to show/hide)

It's really hard to distinguish what's selected with that color. Might just be my monitor settings.

Similarly, the glow effect on the lettering makes it look fuzzy to me, but that's down to taste I guess.

And, as others have said, I think doors could use some more love. In that same screen shot, the detail on those mudstone doors is nearly invisible (again, on my monitor anyways.) Some hard dark lines just picking out the edge and some simple details on the inside would do a lot for those.

Great work though. I find it all a little noisy at times (on the surface), but I'm sure that gets less as you learn the tiles.
« Last Edit: July 16, 2010, 02:46:59 pm by nenjin »
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Ironhand

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Re: Ironhand's Graphics Set (here's 0.43!)
« Reply #1463 on: July 16, 2010, 02:50:43 pm »

I actually am thinking about revisiting the rough ground tiles sometime.

As much as they are what started it all off, they could be even better.
I agree that doors need some love. Maybe I will take a look at it myself.
WormSlayer has a great start there, but another set of eyes might help.

As for the color disambiguation, that is a problem with my colors settings.
All the blues and cyans are very similar, and so are the two greens.
I think I will try and separate those out a bit in the next release.
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BlackRogue

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Re: Ironhand's Graphics Set (here's 0.43!)
« Reply #1464 on: July 16, 2010, 03:20:59 pm »

I use my own custom colours which doesn't seem to help much.
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Ironhand

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Re: Ironhand's Graphics Set (here's 0.43!)
« Reply #1465 on: July 16, 2010, 08:18:26 pm »

I think it will. Try the defaults.
I think there's a lot of contrast.

I'm aiming for the happy medium.
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BlackRogue

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Re: Ironhand's Graphics Set (here's 0.43!)
« Reply #1466 on: July 16, 2010, 08:38:20 pm »

I like it because it's all nice natural colours, I'll probably use it for my own set once I get that started.
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breadbocks

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Re: Ironhand's Graphics Set (here's 0.43!)
« Reply #1467 on: July 17, 2010, 02:54:06 am »

Color me stupid if it can't be done, but could you use your fancy tile magic thinggimajigger to make the sprite change based off the armor equipped? Not necessarily the color of the armor needs to change, but if they are only wearing a metal helm, could it show?
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Ironhand

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Re: Ironhand's Graphics Set (here's 0.43!)
« Reply #1468 on: July 17, 2010, 06:57:52 am »

Nope.

Dwarves are actual graphics, rather than tile art,
so if we could make specifications like that, they could be very detailed.

But we cannot. We can only specify their art based on their "profession",
which is pretty much just their best skill or group of skills, plus military stuff.
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Snook

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Re: Ironhand's Graphics Set (here's 0.43!)
« Reply #1469 on: July 17, 2010, 11:08:17 am »

I love this tileset. I just wanna reiterate that point, since it needs saying.

Now on to my first 31.10 fort, since it's (finally) the weekend!
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