Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 125 126 [127] 128 129 ... 329

Author Topic: Ironhand's Graphics Set (on Hiatus)  (Read 1241949 times)

Zoal

  • Bay Watcher
    • View Profile
Re: Ironhand's Graphics Set (making critters!)
« Reply #1890 on: August 02, 2010, 09:48:44 pm »

Big tiles which can be represented in grayscale, and don't require a background pattern- such as a cage or a crate or a bed, can have arbitrary colored objects hidden behind them.

Inversely, any tile that can be represented as a colored thing, can have a "big" object hidden behind them in the alpha channel.

The reason I say big is cause then it's not sacrificing the tileset's overall technique of drawing the floor pattern behind stuff.
Logged

Igfig

  • Bay Watcher
    • View Profile
Re: Ironhand's Graphics Set (making critters!)
« Reply #1891 on: August 02, 2010, 10:17:20 pm »

Wow. Love the new trees, especially the specials and the fungiwood.  The dead trees do look just a tad flat, though.  Maybe if some of the branches were darker than the others?

I was simply wondering if you thought about having animals like wolves become shadowy wolf shapes with bright yellow eyes when my adventurer trips over them at night? Im not sure what extent the glow tile can be used since it is rarely used.
This would be pretty cool.  I don't think " is used much anymore, so it'd probably be easy to make it slightly more eyelike and add an indistinct dark shape behind it.  And same for ' , I guess.

Your new advanced Tile Magic would be perfect for remains.  White remains could look like bones, red ones could look like meat, and so on.  Also on ~ and the other pool-of-liquid tile, so that a large body of water can be a continuous expanse, but a pool of blood can get away with not filling the square completely.  You could also use the technique with the spiderweb/rough gem/olivine door tile, maybe?

Acanthus117

  • Bay Watcher
  • Angry Writer
    • View Profile
Re: Ironhand's Graphics Set (making critters!)
« Reply #1892 on: August 02, 2010, 10:19:04 pm »

Oooooooh.
Logged
Is apparently a Lizardman. ಠ_ಠ
YOU DOUBLE PENIS
"The pessimist is either always right or pleasantly surprised; he cherishes that which is good because he knows it cannot last."

Thundrim

  • Bay Watcher
    • View Profile
Re: Ironhand's Graphics Set (making critters!)
« Reply #1893 on: August 03, 2010, 01:38:39 am »

Voted for full graphics support, per suggestion, and it's doing well. But had to put three votes down. Bars/Pubs/Taverns had very few votes, so had to help that worthy cause. And Lighting, heating, cooling, ventilation. Should be glowing gems down there, eternal darkness is so depressing.  :P

The underground crates must surely be buried Pirate Treasure. The trick is to locate them, they function a bit like those gold pots at the end of the rainbow apparently. Arrr!

---

« Last Edit: August 03, 2010, 05:44:40 am by Thundrim »
Logged

Harmonica

  • Bay Watcher
    • View Profile
Re: Ironhand's Graphics Set (making critters!)
« Reply #1894 on: August 03, 2010, 06:21:31 am »

Haha, yeah that's a nice way of looking at them.

The tile magic on the last page is potentially awesome. Hell, more like tile science! Just remember, with great power comes great responsibility. Don't go opening up an interdimensional portal to hell you guys :/ (or at least wait until I play bit more DF first)
Logged

McBeer

  • Bay Watcher
    • View Profile
Re: Ironhand's Graphics Set (making critters!)
« Reply #1895 on: August 03, 2010, 07:58:24 am »

Hello.
I feel excited by last posts here and in "Tile Magic" thread.

Quote
Update: Or of course you could just put a totally different image on each red, green, blue and alpha channel:

These words made me registering(again..).

So, what's this all about:
Basically, i'd like to know how can i learn TileMagic basics, i mean, i am reading about it, but there's no example to figure out how to do this.





i can see this:

but i don't get it.
what's exactly determining mouth color on this pic?

Main reason:
I am using Genesis set with modded Ironmagic tileset;
i am experiencing one color trees without brown trunks, and small variety of plants visuals.
I'd like to fiddle with colors a bit.
You know, i could wait for next releases, but i'd like to learn.

Further idea:
I made small mod for myself - Plant(er)s.
Idea is simple - i made 9 types 1x1 workshops without REACTIONS with assigned plant tile gfx for each one.
Here's what i do have now:



in action(with few workshops from Genesis which made Planters idea born):




Now - is this possible to visualize plants in PLANTERs  with actual TileMagic methods(plant - foreground, planter in background)?

Also - this is why i need to learn your method:

It would be crucial for planters variety.

Another question:
Can i group all plants "workshops" under its own menu(you know, workshops, furnaces, PLANTERS)?

upd: i should post it in "Tile Magic" thread rather, than here..
« Last Edit: August 03, 2010, 08:32:30 am by McBeer »
Logged
fun is for rich men, i assume.
----------
My axe is sharp and my beard is strong.

Harmonica

  • Bay Watcher
    • View Profile
Re: Ironhand's Graphics Set (making critters!)
« Reply #1896 on: August 03, 2010, 08:09:33 am »

I admire your dedication towards dwarven aesthetics.
Logged

McBeer

  • Bay Watcher
    • View Profile
Re: Ironhand's Graphics Set (making critters!)
« Reply #1897 on: August 03, 2010, 08:32:10 am »

I admire your dedication towards dwarven aesthetics.

Thank You.
Sieges are SO long in Genesis(i never seen 3 civs fighting in my garden with each OTHER until now, c.a. 150 hostile beings on map lol).. isolated fort needs some nice clutter inside.

I suddenly realized full potential of custom workshops for adding cuteness to the fort.
While we do not have methods for building custom..tiles/furniture(b, ?), i am trying to expand visuals with workshops. Workshops without reactions are nice way to add things that were not possible until df2010.

I will make release after mod's done, for now, i would like to add variety to colors of plants(wondering HOW).
I need to know, if submenu/container for all of these "workshops" (i.e. Garden) is possible in workshops menu..(to prevent menu cluttering, if there were dozens of "garden tiles").
upd: Actually, i realized i can make planters...not-passable, and not-passable GRATES "workshops" imitating..FENCES.
oh DAMN.
« Last Edit: August 03, 2010, 08:37:50 am by McBeer »
Logged
fun is for rich men, i assume.
----------
My axe is sharp and my beard is strong.

Ironhand

  • Bay Watcher
  • the llama is laughing
    • View Profile
Re: Ironhand's Graphics Set (making critters!)
« Reply #1898 on: August 03, 2010, 08:35:50 am »

That is beautiful! Very cool idea!

I don't know how custom workshops work, though.
If you can choose your own background color, though,
that's the way you should do it. If it's anything like the
plant designations, it'll look something like [foreground:background:brightness].

Maybe we can get Deon in here to answer that question better.


The question I can answer is the smiley face one.
That magenta in his mouth is actually transparency.
So when you apply a background color, it only colors his mouth.
Think of it like a cut-out. We're painting the whole tile the background color,
and then we're slapping that tile on top of it, so that only the mouth still shows through.



Also, I LOVE the idea of using advanced tile magic for remains. That is very cool.
And for liquid, too. Maybe not blood because that's also magma, but definitely for barf.

= D

This is exciting!
Logged

keda

  • Bay Watcher
    • View Profile
Re: Ironhand's Graphics Set (making critters!)
« Reply #1899 on: August 03, 2010, 08:43:52 am »

Neat idea McBeer

The tile magic basically goes like this:

You have 4 channels in your image, 3 colour channels (red, blue, green) and one alpha channel (determines transparency)
But in DF, the alpha channel determines the intensity of the background colour to be used, while the colour channels determine the intensity of the foreground colour, however this is done per channel, so if you leave out a colour in the foreground say blue (which will result in yellow, its negative) then the blue channel in the image is ignored. Check this page for how the colours add up: http://en.wikipedia.org/wiki/Additive_color

McBeer

  • Bay Watcher
    • View Profile
Re: Ironhand's Graphics Set (making critters!)
« Reply #1900 on: August 03, 2010, 09:11:03 am »

Thanks, guys!

sorry for cluttering thread, if someone would like to help me a bit, here's post:
http://www.bay12forums.com/smf/index.php?topic=63092.0

Of course, everything i make is yours, if i succedeed..
« Last Edit: August 03, 2010, 09:35:41 am by McBeer »
Logged
fun is for rich men, i assume.
----------
My axe is sharp and my beard is strong.

WormSlayer

  • Bay Watcher
    • View Profile
    • WormSlayer.com
Re: Ironhand's Graphics Set (making critters!)
« Reply #1901 on: August 03, 2010, 12:19:48 pm »

Love that range of mushrooms McBeer - I'm going to have to start installing some mods! :)
Logged

Harmonica

  • Bay Watcher
    • View Profile
Re: Ironhand's Graphics Set (making critters!)
« Reply #1902 on: August 03, 2010, 12:21:34 pm »

Godspeed you beautiful crazy gardening person.
Logged

Ironhand

  • Bay Watcher
  • the llama is laughing
    • View Profile
Re: Ironhand's Graphics Set (don't get too excited just yet...)
« Reply #1903 on: August 03, 2010, 07:58:03 pm »

Don't get too excited just yet, but we have some EPIC plans for the next release.

It will be WORTHY of the name 0.50.

Here's what I just posted on the OP:

Wolves! Ice wolves,
[war] mandrills!
camels, goats...

more animals pending

All those EPIC new trees by WormSlayer!

PLUS, we're waiting for the text separation
that's supposed to be in the next Toady release,
which will let us separate out all kinds of cool stuff,
including

Water/magma will be differentiated by depth!
Blood/vomit/mud splats will be a brand new tile!
Bins/stairs/floodgates/etc/etc will be a new (bin) tile!
Supports, glass doors, zzzs for sleeping, os for workshops,
ns and stuff for world maps, COFFINS (finally!), and more!

It'll also have Phoebus' savegame updater,
and a folder icon to make it all pretty. = D


---

Anyway, this means we're waiting until Toady gives us all those lovely
new features which will make this possible. That means you'll all have to
wait maybe a few days or maybe more like a week until the next official release.

It'll be totally worth it.

This will be the best one yet!
Logged

Zulithe

  • Bay Watcher
    • View Profile
Re: Ironhand's Graphics Set (getting psyched about 0.50!)
« Reply #1904 on: August 03, 2010, 09:11:15 pm »

Really excited. :) Thanks!
Logged
Pages: 1 ... 125 126 [127] 128 129 ... 329