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Author Topic: Ironhand's Graphics Set (on Hiatus)  (Read 1246555 times)

McBeer

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2235 on: August 12, 2010, 02:40:46 pm »

http://www.bay12games.com/dwarves/

Click any of those links in the post for today.

Nothin's here i couldn't see using PerfectWorldDF, but all right, you are tuned, super.
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Ironhand

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2236 on: August 12, 2010, 03:23:04 pm »

Mostly I mean the farms and cottages stuff.
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Prastary

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2237 on: August 12, 2010, 03:53:17 pm »

Mostly I mean the farms and cottages stuff.
Yes, I'm also very interested how it will look in your tileset!
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Deon

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2238 on: August 12, 2010, 03:54:59 pm »

http://www.bay12games.com/dwarves/

Click any of those links in the post for today.

Nothin's here i couldn't see using PerfectWorldDF, but all right, you are tuned, super.

PerfectWorldDF cannot make farmlands, orchards and cottages with little bridges all over the place around cities :).
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Baughn

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2239 on: August 12, 2010, 04:16:52 pm »

Since I've got this a bit more hammered out now, here's how the structure of new-style tilesets will be.

Each tileset is a directory, let's say foo.
When DF opens the tileset, it reads a descriptor file - foo/tileset.txt. It might look something like this:
Code: [Select]
A test tileset
base.png 16 16
extras.png 8 4
dwarves.png 4 10
The first line of the descriptor is the title, for use in the in-game tileset switching dialog. (Yes, you'll be able to do that while it's running, including a hotkey to reload it..)

Each line below that links to one tileset file; these are loaded in order. The numbers after the filename denote the width and height of the tileset in tiles. The filename itself does not affect DF.

So, with the above example, you'd get 328 tiles. Number 0 through 255 would be base, 256 and up extras and dwarves. These are loaded into a texture array, in order; in a shader, you just refer to them with that number. In non-shader modes, 0 through 255 are used - these don't need to be all in the same file, by the way.

I've yet to decide what to do about graphics mode, but it will probably involve a buttload of programmatically written #defines to let you refer to the textures in shaders; in other words, textures from raw/graphics will get loaded at texture array indexes higher than those of the base tileset. You also get a #define GRAPHICS, so you can #ifdef out code if you want.. well, it's pretty flexible, but you don't have to use all this.

You may also have custom per-tileset shaders; foo/shader.fs and foo/shader.vs will override the default (example) ones in data/art.

(If the tileset referred to is an image file instead of a directory, it just loads a 16x16 tileset - same as today.)


Any questions? Objections?
« Last Edit: August 12, 2010, 04:24:59 pm by Baughn »
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WormSlayer

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2240 on: August 12, 2010, 05:27:54 pm »

So any number of tilesheets with any number of tiles per sheet and backwards compatible?

Yeah that sounds pretty sweet to me? O.o
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Ironhand

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2241 on: August 12, 2010, 05:42:09 pm »

Indeed!
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WormSlayer

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2242 on: August 12, 2010, 06:04:08 pm »

Something just occurred to me.... If we can check surrounding tiles before drawing a chair... We could see if its next to a table and have it face the table... O.o


:D
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Baughn

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2243 on: August 12, 2010, 06:10:53 pm »

With a single tile, even. You just need to swap the texture coordinates around a bit to rotate it. :)
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Foamy

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2244 on: August 12, 2010, 06:23:28 pm »

It would be possible to have things overlap in that case. for example if a table is next to another table the graphics change so that it looks like one continuous long table. what about if a door is placed next to a door? it could turn into some kind of gate or a larger door.
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Ironhand

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2245 on: August 12, 2010, 06:23:57 pm »

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Ironhand

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2246 on: August 12, 2010, 06:27:11 pm »

Although, I am curious. Does this all just apply to the floor/furniture tiles, or will creatures and dwarves screw it up.
Like, if a creature is standing on a table, will it render the nearby tables and chairs as though that table were not there?
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WormSlayer

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2247 on: August 12, 2010, 06:30:20 pm »

Although, I am curious. Does this all just apply to the floor/furniture tiles, or will creatures and dwarves screw it up.
Like, if a creature is standing on a table, will it render the nearby tables and chairs as though that table were not there?

Oh yeah... good point... That does complicate things a bit... Damn table dancing dorfs :P
« Last Edit: August 12, 2010, 06:32:47 pm by WormSlayer »
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Ironhand

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2248 on: August 12, 2010, 06:33:39 pm »

Then again, maybe it's appropriate for dwarfs to kick over chairs as they stumble drunkenly onto the table.
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Foamy

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2249 on: August 12, 2010, 06:38:37 pm »

For the chair thing it wouldn't matter much. I mean if a dwarf is using a chair then why would it still be tucked under the table? i don't know about other used though. i mean i am sure Baughn would have mentioned it if all the floor tiles were going to be switching back and forth whenever someone stepped on it considering how long tile joining has been discussed.
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