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Author Topic: Ironhand's Graphics Set (on Hiatus)  (Read 1246052 times)

Wavecutter

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Re: Ironhand's Graphics Set
« Reply #435 on: May 18, 2010, 08:49:03 am »

With all due respect to Deon and the hard work he's done. I'm waiting for the graphics fix.
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Deon

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Re: Ironhand's Graphics Set
« Reply #436 on: May 18, 2010, 02:59:02 pm »

The only issue with graphics is that you cannot assign different tiles to genders/castes. Oh well.

Aw, my baby's off playing with other mods.

How do you specify background color for trees, Deon?
I looked at the tree tokens on the wiki and couldn't find one.
Do you just use shrub_color or whatever? Or is there a different one?
All you need to know about trees:

[TREE_TILE:5]
[TREE_COLOR:2:6:0]
[DEAD_TREE_COLOR:0:6:0]
[SAPLING_COLOR:7:0:1]
[DEAD_SAPLING_COLOR:0:0:1]

Note that with secondary color you have to make "blocks" to have black rather than transparent background, same for "dot" tile, otherwise the secondary color is used instead of black when you look at the ground level from z+1 (blocks show trees, dots show shrubs).

Looks awesome, but I suggest darkening the . and , tiles ever so slightly, just to get a great balance between visibility and aesthetics.
Well, I've taken them from gold plated tileset because Ironhand's floor is too dark so you cannot tell the difference between it and the open space, but it's easy to change.
« Last Edit: May 18, 2010, 03:06:24 pm by Deon »
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Ironhand

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Re: Ironhand's Graphics Set
« Reply #437 on: May 18, 2010, 04:56:53 pm »

Alright, cool.

I know about the two-color thing. In fact, I'm pretty sure I came up with that. But thanks.

The tiles have already been lightened, and I actually have some grand plans for completely new ground tiles.
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Deon

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Re: Ironhand's Graphics Set
« Reply #438 on: May 18, 2010, 06:53:52 pm »

Is there a chance that they will be something like that?

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Wavecutter

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Re: Ironhand's Graphics Set
« Reply #439 on: May 19, 2010, 09:14:13 am »

Looks like someone running a linux client figured out the gfx problem.
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Ironhand

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Re: Ironhand's Graphics Set
« Reply #440 on: May 19, 2010, 09:15:33 am »

@Deon:  Uh... probably not so much.
I'd like to retain my tile magic stuff, so the backgrounds of tiles are going to stay mostly black.

@Wavecutter:  Oh? I'll go check it out...
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Deon

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Re: Ironhand's Graphics Set
« Reply #441 on: May 19, 2010, 09:21:00 am »

Which dll for windows should it be compiled for though? :)
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Wavecutter

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Re: Ironhand's Graphics Set
« Reply #442 on: May 19, 2010, 09:30:19 pm »

It just occured to me that you can make simple 2 frame animation for dwarves using tile magic.
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SiN.Daeus

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Re: Ironhand's Graphics Set
« Reply #443 on: May 20, 2010, 01:43:38 am »

What could you do with two frames...
*Thinks for a second*
 ...Ah. A hell of a lot of things.
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Ironhand

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Re: Ironhand's Graphics Set
« Reply #444 on: May 20, 2010, 05:18:17 am »

I guess so... you'd be very limited, though.

The original dwarf graphic will still be there, you could just add more pixels around it, I guess.
And it would be used for EVERY dwarf with a background. The same graphic would be used for
dwarves in combat, dwarves in pools of blood, falling dwarves, and prone dwarves...
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Ironhand

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Re: Ironhand's Graphics Set
« Reply #445 on: May 20, 2010, 05:35:48 am »

Behold! The majestic elk!
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Wavecutter

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Re: Ironhand's Graphics Set
« Reply #446 on: May 20, 2010, 07:53:41 am »

Awesome work.
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Ironhand

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Re: Ironhand's Graphics Set
« Reply #447 on: May 21, 2010, 08:03:32 am »

I bet you a buck that the merge won't be fixed within the next two seconds.


...
...darn, I lost.
Here's your buck:

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Acanthus117

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Re: Ironhand's Graphics Set
« Reply #448 on: May 21, 2010, 10:48:31 am »

WHAT TEH BUCK
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Maldevious

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Re: Ironhand's Graphics Set
« Reply #449 on: May 21, 2010, 11:27:06 am »

The buck stops here.
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