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Author Topic: Ironhand's Graphics Set (on Hiatus)  (Read 1246631 times)

Hippoman

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Re: Ironhand's Graphics Set (0.31!)
« Reply #705 on: June 15, 2010, 11:04:38 pm »

I'd show you mine, but it would blind you.

It turned from a dark red. to a blinding yellow.
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Turambar

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Re: Ironhand's Graphics Set (0.31!)
« Reply #706 on: June 15, 2010, 11:38:53 pm »

Found the problem I was having.  Not compatible with the raws from the underdark compilation.

Looks like i gotta regen again :-(

Looks like i can leave in most of the files, but the Mithril they added in messes things up.  Still, I think most of the veggies and creatures are in.  Hopefully they dont have mithril body parts that will fuck up my game.
« Last Edit: June 16, 2010, 01:32:53 am by Turambar »
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Aklyon

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Re: Ironhand's Graphics Set (0.31!)
« Reply #707 on: June 16, 2010, 12:23:42 am »

Ironhand, would you mind having a download version thats just the graphics folders and the llamas? that would make it simpler to update for the people who don't want the whole prepackaged thing (or the people like me who keep accidentally overwriting their mini-mods with your package and have to re-copy them)
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Crystalline (SG)
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Vince

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Re: Ironhand's Graphics Set (zombie elves?)
« Reply #708 on: June 16, 2010, 03:14:15 am »

I prefer ore that looks like ore.

Using different "sizes" of ... uh "ore pebbles" in the stone, depending on the ore value isn't an option?
Like you do it with the gems now?
I find distinguishing the different ores and stones rather hard right now.
Thanks for the great set!
PS: The stones that are created during mining are missing your background.
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Prastary

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Re: Ironhand's Graphics Set (0.31!)
« Reply #709 on: June 16, 2010, 04:01:31 am »

The water, snow and sand makes now ugly dot pattern.
Spoiler (click to show/hide)

Second thing is that you cannot see the difference between eg. "small pile of snow" and "pile of snow", so you don't see the footpaths that dwarves makes in snow - earlier they were eg. darker, so it looked like nice paths in snow.
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Prastary

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Re: Ironhand's Graphics Set (0.31!)
« Reply #710 on: June 16, 2010, 04:42:40 am »

I've edited the png, and copied the old water pattern over one of the new patterns doubled, and the result is interesting:
Spoiler (click to show/hide)
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Jiri Petru

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Re: Ironhand's Graphics Set (0.31!)
« Reply #711 on: June 16, 2010, 05:14:48 am »



I have trouble telling apart walls from floors. And it's impossible to tell apart walls from mined rock. On the other hand, the white sand (?) looks like a wall in the middle of nowhere. I'd say there needs to be some rule of thumb along the lines of "bright tiles are walls, dark tiles are floors" to make things recognizable.
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Ironhand

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Re: Ironhand's Graphics Set (0.31!)
« Reply #712 on: June 16, 2010, 05:52:16 am »

@Prostary: Hey, that's not bad!
I'll try and do something more like that...

That's the tile that's the most important to me right now.
I think I'll put off 0.32 until I've got awesome sand and water.

@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.



By the way, guys, there's a constantly-updated list of what I'm doing
and what I've already gotten done for the next release, on the OP.
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Ironhand

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Re: Ironhand's Graphics Set (0.31!)
« Reply #713 on: June 16, 2010, 05:56:51 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?
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Ryjer

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Re: Ironhand's Graphics Set (0.31!)
« Reply #714 on: June 16, 2010, 07:11:40 am »

The loose rock left over after mining was one of my biggest dislikes when I first started using your tileset. I have gotten somewhat use to it now but it could still be better. Making the floor peek through will no doubt help but I think uncluttering it alittle would be good too, that way more of the floor tile will show through it.

Keep up the great work Ironhand!
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Jiri Petru

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Re: Ironhand's Graphics Set (0.31!)
« Reply #715 on: June 16, 2010, 07:19:27 am »

I suggest using just a single stone with a bit of a floor texture for the mined rock tile.

Also, when doing the water/sand, please try not to make it look to similar to walls. Compare the white sand with the limestone (?) wall on the previous screenshot. They look almost the same.
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Ironhand

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Re: Ironhand's Graphics Set (0.31!)
« Reply #716 on: June 16, 2010, 08:05:46 am »

I like both of these suggestions. Thanks.

Actually, I think I'm making headway with the new water.
It's actually going to be a bit more like the floors, I think.

Screenshots later, maybe.
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Arucard

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Re: Ironhand's Graphics Set (0.31!)
« Reply #717 on: June 16, 2010, 08:07:33 am »

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.
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Ironhand

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Re: Ironhand's Graphics Set (new fluids!)
« Reply #718 on: June 16, 2010, 08:31:34 am »

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?
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Turambar

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Re: Ironhand's Graphics Set (working on new fluids!)
« Reply #719 on: June 16, 2010, 09:10:35 am »

water seems too dark, but the sand looks nice.  I imagine the problem is that you can only do one and not both.  Also, try reducing the amount of compression on your jpg's or posting png's to the thread.  For something that's based entirely on small details, we definitely could use small details to help us judge, and the compression kills them.
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