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Author Topic: Ironhand's Graphics Set (on Hiatus)  (Read 1233613 times)

Ironhand

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Re: Ironhand's Graphics Set (little break)
« Reply #2700 on: September 10, 2010, 09:59:18 am »

Hey, I didn't make the current trees.
Blame WormSlayer.
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Deon

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Re: Ironhand's Graphics Set (little break)
« Reply #2701 on: September 10, 2010, 11:01:59 am »

So I've reworked them but I've made it quickly so they are not as fine-tuned as yours. I still can upload it for others to play with, it's still 100 times better than "white leaves" instead of snowy trees :).
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WormSlayer

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Re: Ironhand's Graphics Set (little break)
« Reply #2702 on: September 10, 2010, 01:40:41 pm »

I did the new trees like that because it's how the old ones worked! :P

I'll swap them for the next release.
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Baughn

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Re: Ironhand's Graphics Set (little break)
« Reply #2703 on: September 10, 2010, 07:49:34 pm »

Integrating graphics-mode well is an issue, but one I think will get handled. Which is to say, it might end up nonexistent. :P

How's "humanoid.dwarf.carpenter" sound for a tile ID? Better than "dwarves:2:5"? You'll have to map the former to the latter in your tileset, though, since it still has a physical location of some sort in a .PNG..
« Last Edit: September 10, 2010, 07:51:07 pm by Baughn »
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Still Standing

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Re: Ironhand's Graphics Set (little break)
« Reply #2704 on: September 10, 2010, 08:11:53 pm »

How would that handle non-standard profs, such as Dwarf Lashers etc?
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Baughn

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Re: Ironhand's Graphics Set (little break)
« Reply #2705 on: September 10, 2010, 08:18:05 pm »

I'm not sure. How are those handled now?

If the game can somehow get "humanoid.dwarf.lasher" from it, and there's no actual such tile, the "humanoid.dwarf" tile would be used instead.
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WormSlayer

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Re: Ironhand's Graphics Set (little break)
« Reply #2706 on: September 10, 2010, 10:53:00 pm »

I think I would personally prefer row/column numbers for ID but I'm easy :)

Here you go Deon :P
Spoiler (click to show/hide)
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Deon

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Re: Ironhand's Graphics Set (little break)
« Reply #2707 on: September 11, 2010, 04:28:47 am »

Great, I remade all trees by myself but the tile 255 and that fat tree at 10:11. Thank you, it was fast :P.
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Tormy

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Re: Ironhand's Graphics Set (little break)
« Reply #2708 on: September 11, 2010, 04:57:25 am »

Integrating graphics-mode well is an issue, but one I think will get handled. Which is to say, it might end up nonexistent. :P

How's "humanoid.dwarf.carpenter" sound for a tile ID? Better than "dwarves:2:5"? You'll have to map the former to the latter in your tileset, though, since it still has a physical location of some sort in a .PNG..

I'd vote for  "humanoid.dwarf.carpenter" :P
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Deon

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Re: Ironhand's Graphics Set (little break)
« Reply #2709 on: September 11, 2010, 09:49:03 am »

Another problem with humanoid.dwarf.carpenter is that when you add custom positions you have to edit the settings of the last parameter as well.

I mean, if you map a humanoid.dwarf.monarch to MONARCH then it's fine, but what if I want to make a PSYCHIATRIST noble? Will I have to dig a code somewhere or do you plan to make it an easily configurable setting?
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Baughn

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Re: Ironhand's Graphics Set (little break)
« Reply #2710 on: September 11, 2010, 10:11:34 am »

It would make sense to make a deeper hierarchy to avoid that sort of thing.

So, humanoid.dwarf.noble.psychiatrist.. since there won't be a psychiatrist tile, the generic noble tile should get used.
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Deon

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Re: Ironhand's Graphics Set (little break)
« Reply #2711 on: September 11, 2010, 10:18:09 am »

The main question is why won't there be a psychiatrist tile? Currently graphic sets are pretty much customizable for any profession, it would be sad to lose that customizability.
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Baughn

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Re: Ironhand's Graphics Set (little break)
« Reply #2712 on: September 11, 2010, 01:02:01 pm »

Why shouldn't there be?

I'm pretty sure that for customized titles, you should be able to define a customized tile name.

Well, this all depends on Toady deciding it's a good idea anyway.
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Deon

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Re: Ironhand's Graphics Set (little break)
« Reply #2713 on: September 11, 2010, 02:30:08 pm »

Well, as I said right now it works, so I just wanted to know how is this "a.b.c." naming set up.
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Baughn

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Re: Ironhand's Graphics Set (little break)
« Reply #2714 on: September 11, 2010, 04:06:18 pm »

Yeeah.. I really don't know how it'd work. Whichever way works best, really, which is why I'm posting this here. It's very much at the request for comments stage.

The basic idea, I guess.. creatures (from the raws) have a tile tag in that hierarchical form, such as "humanoid.elf.carpenter".. tilesets contain tiles, specified somehow, which have fully qualified names such as "humanoid", "humanoid.elf" or "humanoid.elf.carpenter". The exact way tilesets specify this has not been defined yet, but is reasonably trivial; I'll come up with something simple.

Conceptually, when trying to display this carpenter, it'd first look for a "humanoid.elf.carpenter" tile. If that's missing, it'd look for a humanoid.elf tile; if that's missing, humanoid... if that's missing too, I guess displaying a question mark would be better than picking some other humanoid or an entirely unrelated tile.

Naturally, this would be optimized by doing the lookups/mappings at load time, but that's beyond the scope of what affects you.

Any questions? Comments? Please comment.
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