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Author Topic: Ironhand's Graphics Set (on Hiatus)  (Read 1246476 times)

Vince

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Re: Ironhand's Graphics Set (working on new fluids!)
« Reply #720 on: June 16, 2010, 09:19:11 am »

I think they could be a bit "wavier", i didn't even find the sand tiles at first :D
And yes, water is too dark.
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Prastary

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Re: Ironhand's Graphics Set (working on new fluids!)
« Reply #721 on: June 16, 2010, 09:37:32 am »

Its hard to tell, because the water is dark as hell and very hard to see, but I like the idea of making them "a bit more like the floors"
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Deon

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Re: Ironhand's Graphics Set (working on new fluids!)
« Reply #722 on: June 16, 2010, 11:26:54 am »

Quote
@Jiri: You're right, the walls and floors are hard to distinguish...
I think what I'll do is make the walls brighter. Also, I'm gonna make
a tile for ore and I'll put the floor texture behind stone while I'm at it.
I've made floors darker and a separate tile for the ore which looks close to the gem tile. It looks better.
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Aklyon

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Re: Ironhand's Graphics Set (0.31!)
« Reply #723 on: June 16, 2010, 11:56:55 am »

@Aklyon: I suppose I could, but it's more than just the graphics folders and the llamas.
A bunch of the raws are changed, to specify tiles for stone layers and plants, for example.

My thought was, the package I've got up there now has everything you could need.
Just take out the parts you want and stick them into your game?
ok. I'll just have to be more careful,then.

edit: that water is too dark. sand looks good, though.
« Last Edit: June 16, 2010, 12:00:19 pm by Aklyon »
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Deon

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Re: Ironhand's Graphics Set (working on new fluids!)
« Reply #724 on: June 16, 2010, 12:02:59 pm »

Maybe if you make blue brighter in the color options it will look better?
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Hippoman

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Re: Ironhand's Graphics Set (working on new fluids!)
« Reply #725 on: June 16, 2010, 01:14:46 pm »

I see most people are having the same issue as I am, the floor/wall thing. Though I'm glad to hear the walls will likely be changed rather than the ground tiles, because they are great. I also have a manager who ends up using a baby dorf graphic for some reason. The other nobles (not real nobles, but appointed ones) look normal so it's confusing. This is from using the previous sets though, I'm assuming it's the same in this one. Other than that, I had a couple goblin thieves show up that were just "g"s. After checking the raws, they seem right so I don't know why it comes out that way. Anyway, they're expertly done and I find it hard to play with any other graphics now.

Delete graphics_example from the save
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Ironhand

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Re: Ironhand's Graphics Set (working on new fluids!)
« Reply #726 on: June 16, 2010, 02:34:11 pm »

Good gravy.

Deon, I love you.
That is brilliant.

I've still got a little wiggle room on the sand,
so we'll make the tile itself a little brighter as well.
But yeah, I can't believe I never thought of that.
Especially because, now that I think of it,
everything blue seems too dark. Dimple cups, stone...

Gosh, that is five kinds of awesome.
This should fix a bunch of little problems.

About the jpg thing: yeah, I know, it's awful.
I uploaded those as .bmps, but tinypic converts them, apparently.
So I'll go back to .pngs. Expect one tonight, with brighter water!  :D
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Hummingbird

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Re: Ironhand's Graphics Set (working on new fluids!)
« Reply #727 on: June 16, 2010, 06:22:07 pm »

Glad you like them!

Yeah, I'm confounded by the humanoid raws, too...
I haven't really done any modding before, but I thought I'd hacked them together pretty well.
I might go and play a quick game (or just find some goblins/elves in adventurer mode) to see what's going on.

Anyway, new fluid tiles! Check this out:

Spoiler (click to show/hide)

I really like them for sand.
But I don't know if maybe they're too dark as water:

Spoiler (click to show/hide)

What do you guys think?

I definitely found the fluid tile to be way, way too dark, both as sand and as water. When yellow or red, it looks too blackish to look like sand or desert; as for blue, I had to tilt my laptop screen 60° before I could begin to see anything more than black space. I would suggest (at least as far as my own screen is concerned) that that tile be made twice or even three times brighter, although it is up to you, as always.
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Ironhand

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Re: Ironhand's Graphics Set (working on new fluids!)
« Reply #728 on: June 16, 2010, 07:49:55 pm »

Check this out!

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Calvin

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Re: Ironhand's Graphics Set (working on new fluids!)
« Reply #729 on: June 16, 2010, 08:06:43 pm »

By the way, I made a granite floor hatch.

It's completely black. (no racist innuendos intended)
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Jiri Petru

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Re: Ironhand's Graphics Set (working on new fluids!)
« Reply #730 on: June 16, 2010, 08:24:40 pm »

By the way, I made a granite floor hatch.

It's completely black. (no racist innuendos intended)

A common problem with almost any tileset. Granite hatches have black foreground and white background. To make them show you need a part of the tile to be transparent. I use the same base tile as Ironhand but I've deleted the 1px line around the hatch (the "space" between the hatch and the frame).

EDIT: But seeing as hatches use "reversed" colors the same way as doors - ie. foreground is either white or black and the colors like red, blue, etc. are background, perhaps the tile could use a redesign.
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Wavecutter

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Re: Ironhand's Graphics Set (working on new fluids!)
« Reply #731 on: June 16, 2010, 09:21:55 pm »

Water looks great Ironhand.
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LucasUP

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Re: Ironhand's Graphics Set (working on new fluids!)
« Reply #732 on: June 17, 2010, 12:24:54 am »

Check this out!
Nice. Its a lot more vibrant, I like it. Even though I've been using Phoebus' pack lately, I still appreciate "happier" colors in my DF, like in Maydays pack.
This is turning out to be a really cool tileset. I was worried at first because of how using Tile Magic, you need to use a black background for everything (which can look very black and ugly).
But as far as I understand it, you use dithering/transparency to offset this, and it looks great! If I spent the time to find and fill in the gaps with the units/creatures with stuff from another set, and you tweak a few of the tiles, I'd probably use this set exclusively. Or maybe just live without whatever's not there yet.

I understood tile magic when you explained it via .bmp. With .pngs and transparency, do I still understand how it works?:
White-Black = Primary Colour with varying intensity, where Black stays Black.
Transparent = Secondary Colour
Coloured = Static Colour
And the TileMagic is simply just using Black for "background" instead of Transparency?
(Yes, I'm Canadian, deal with the U's)

Pretty sneaky. Good job with it.
I wonder if I should use it for my next Lazy Newb pack (If you'd let me). I almost want an easy way to have multiple tile/graphic sets, and the ability to have a batch file or something that installs/overwrites the right files. I don't know my batch well enough though, and this could easily cause problems. Especially when updating saves a bunch of times with different sets/raws. Still would be nice to be able to do. [/tangent]
« Last Edit: June 17, 2010, 12:31:46 am by LucasUP »
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Arucard

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Re: Ironhand's Graphics Set (working on new fluids!)
« Reply #733 on: June 17, 2010, 04:03:41 am »

Delete graphics_example from the save
Funny enough, that didn't fix anything but it did lead me to the reason behind the missing gobs, so thanks. I'll just have to deal with a toddler giving the others orders.
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Ironhand

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Re: Ironhand's Graphics Set (working on new fluids!)
« Reply #734 on: June 17, 2010, 05:14:27 am »

Tile Magic is pretty straightforward once you get the hang of it.
Anything that's not black changes its color based on what's applied to it.
So white becomes that color, grey becomes a darker version of that color,
and other colors get multiplied into that color to form a much darker one.

Black pixels will always be black.

A transparency on any one pixel allows for the background color to peek through.
So if I have a pixel which is yellow and 50% transparent, it will be come a composite
of yellow AND the foreground color AND the background color. This allows me to do
cool stuff like antialiasing the edges between my foreground/background colors,
and shading the background color (with semitransparent black pixels).

I would be honored if you'd use my graphics set for your newb pack.
Just so long as you give me credit somewhere. But yeah, that's great.
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