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Author Topic: Ironhand's Graphics Set (on Hiatus)  (Read 1246622 times)

WormSlayer

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Re: Ironhand's Graphics Set (0.32! Brighter color scheme!)
« Reply #780 on: June 19, 2010, 05:03:59 pm »

I'm something of a DF noob so I've been trying out various tile sets and I really like yours, looking forward to 0.40! :)

One thing though; Miners show up as Minors - Children that is.
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Ironhand

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Re: Ironhand's Graphics Set (0.40 in progress...)
« Reply #781 on: June 19, 2010, 07:15:47 pm »

Really?
That's weird... they show up fine for me.
Is anybody else having that problem?

Check out the screenshot of the day:
Spoiler (click to show/hide)

I haven't had a chance to actually play the game since I started my set.
I hope you'll all grant me this weekend. = P

Although, I am using the opportunity to look for problems and inconsistencies.
How do you guys like the color scheme in that shot? I think that's what I'll be using from now on.
Here it is, if you want to play with it:

Spoiler: 0.40 Colors (click to show/hide)
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baalak

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Re: Ironhand's Graphics Set (0.40 in progress...)
« Reply #782 on: June 19, 2010, 07:49:26 pm »

When I reinstalled .07, I copied the folders you suggested into the DF folder. However, when I try to run the game, it says there's a missing/corrupt index file. I tried to manually move that file again, but that didn't change the situation.

.32 worked with .06, but won't with .07. Very strange.

Hope you have fun playing this weekend, and get inspired to do something new and awesome with the tileset.

- Baalak called Patient.
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WormSlayer

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Re: Ironhand's Graphics Set (0.40 in progress...)
« Reply #783 on: June 19, 2010, 08:17:35 pm »

I just did a fresh install of DF, and your tileset then generated a new world and embarked, here is my initial group of dwarves.

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Hippoman

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Re: Ironhand's Graphics Set (0.40 in progress...)
« Reply #784 on: June 19, 2010, 08:56:12 pm »

I'm something of a DF noob so I've been trying out various tile sets and I really like yours, looking forward to 0.40! :)

One thing though; Miners show up as Minors - Children that is.

Ironhand has yet to listen to my previous posts.

DELETE GRAPHICS_EXAMPLE.

Fixed.
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THPÆCROSSISM
ΘπÆ┼ - Rise up against our superiors! Let all dwarves be equal!
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WormSlayer

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Re: Ironhand's Graphics Set (0.40 in progress...)
« Reply #785 on: June 19, 2010, 09:23:19 pm »

Ah thanks Hippoman that worked :)

I also notice Carp look like chicken drumsticks, is there a fix for that too?
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Hippoman

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Re: Ironhand's Graphics Set (0.40 in progress...)
« Reply #786 on: June 19, 2010, 09:40:26 pm »

I believe that's a .07 problem. Or something I forget. check back a bit, someone saw that too.
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THPÆCROSSISM
ΘπÆ┼ - Rise up against our superiors! Let all dwarves be equal!
KHDownloads

Aklyon

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Re: Ironhand's Graphics Set (0.40 in progress...)
« Reply #787 on: June 19, 2010, 09:46:11 pm »

I also notice Carp look like chicken drumsticks, is there a fix for that too?
They've learned to disguise themselves to make up for the weakening! run away!
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Crystalline (SG)
Sigtext
Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Hummingbird

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Re: Ironhand's Graphics Set (0.40 in progress...)
« Reply #788 on: June 19, 2010, 09:51:57 pm »

Really?
That's weird... they show up fine for me.
Is anybody else having that problem?

Check out the screenshot of the day:
Spoiler (click to show/hide)

I haven't had a chance to actually play the game since I started my set.
I hope you'll all grant me this weekend. = P

Although, I am using the opportunity to look for problems and inconsistencies.
How do you guys like the color scheme in that shot? I think that's what I'll be using from now on.
Here it is, if you want to play with it:

Spoiler: 0.40 Colors (click to show/hide)

That's looking really good! I also dig the changes in the wall tiles.

May we have a shot of water and sand as well, either in the world map or in fortress mode? One of the biggest issues with the previous coloring was that the fluid tile was too dark.

Anyway, I'm looking forward to the next release!

By the way, it would help us Mac/Linux users out if you could also release a package with just the raw, init, and art folders, so that we're not downloading a Windows copy of the game every time we update. It would also make it clearer what folders need to be installed in order to make the tileset work in Macs.
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So they are humanitarians.

rgon842

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Re: Ironhand's Graphics Set (0.40 in progress...)
« Reply #789 on: June 19, 2010, 09:53:00 pm »

Great work on the tileset, Ironhand! Can't wait for 0.40 to be finished.

I'm liking that color scheme you suggested; makes it easy on the eyes, especially when binging with DF for a bunch of hours. The original color scheme has a 'old VGA terminal' feel to it, and after a while, it makes my eyes hurt.

Ah thanks Hippoman that worked :)

I also notice Carp look like chicken drumsticks, is there a fix for that too?

This probably has to do with the TILE being used by carp and quite possibly, other fishies in the raws. You might want to gve the latter a see-through and make sure that the tile in the raws matches the one that looks like a fish in ironhand.png.
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WormSlayer

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Re: Ironhand's Graphics Set (0.40 in progress...)
« Reply #790 on: June 19, 2010, 09:59:13 pm »

This probably has to do with the TILE being used by carp and quite possibly, other fishies in the raws. You might want to gve the latter a see-through and make sure that the tile in the raws matches the one that looks like a fish in ironhand.png.

Sorry I'm a noob, I dont quite get what you mean...

Edit: Also, is it possible to make mist/miasma/etc. transparent?
« Last Edit: June 19, 2010, 10:04:53 pm by WormSlayer »
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Hippoman

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Re: Ironhand's Graphics Set (0.40 in progress...)
« Reply #791 on: June 19, 2010, 11:26:09 pm »

Really?
That's weird... they show up fine for me.
Is anybody else having that problem?

Check out the screenshot of the day:
Spoiler (click to show/hide)

I haven't had a chance to actually play the game since I started my set.
I hope you'll all grant me this weekend. = P

Although, I am using the opportunity to look for problems and inconsistencies.
How do you guys like the color scheme in that shot? I think that's what I'll be using from now on.
Here it is, if you want to play with it:

Spoiler: 0.40 Colors (click to show/hide)

That's looking really good! I also dig the changes in the wall tiles.

May we have a shot of water and sand as well, either in the world map or in fortress mode? One of the biggest issues with the previous coloring was that the fluid tile was too dark.

Anyway, I'm looking forward to the next release!

By the way, it would help us Mac/Linux users out if you could also release a package with just the raw, init, and art folders, so that we're not downloading a Windows copy of the game every time we update. It would also make it clearer what folders need to be installed in order to make the tileset work in Macs.
I would also enjoy that. I keep unzipping it just to delete everything but graphics and the one thing in art.
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THPÆCROSSISM
ΘπÆ┼ - Rise up against our superiors! Let all dwarves be equal!
KHDownloads

Aklyon

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Re: Ironhand's Graphics Set (0.40 in progress...)
« Reply #792 on: June 19, 2010, 11:34:21 pm »

Really?
That's weird... they show up fine for me.
Is anybody else having that problem?

Check out the screenshot of the day:
Spoiler (click to show/hide)

I haven't had a chance to actually play the game since I started my set.
I hope you'll all grant me this weekend. = P

Although, I am using the opportunity to look for problems and inconsistencies.
How do you guys like the color scheme in that shot? I think that's what I'll be using from now on.
Here it is, if you want to play with it:

Spoiler: 0.40 Colors (click to show/hide)

That's looking really good! I also dig the changes in the wall tiles.

May we have a shot of water and sand as well, either in the world map or in fortress mode? One of the biggest issues with the previous coloring was that the fluid tile was too dark.

Anyway, I'm looking forward to the next release!

By the way, it would help us Mac/Linux users out if you could also release a package with just the raw, init, and art folders, so that we're not downloading a Windows copy of the game every time we update. It would also make it clearer what folders need to be installed in order to make the tileset work in Macs.
I would also enjoy that. I keep unzipping it just to delete everything but graphics and the one thing in art.
Isn't that what i suggested before?

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)
@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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Crystalline (SG)
Sigtext
Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

rgon842

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Re: Ironhand's Graphics Set (0.40 in progress...)
« Reply #793 on: June 20, 2010, 12:03:44 am »

This probably has to do with the TILE being used by carp and quite possibly, other fishies in the raws. You might want to gve the latter a see-through and make sure that the tile in the raws matches the one that looks like a fish in ironhand.png.

Sorry I'm a noob, I dont quite get what you mean...

Edit: Also, is it possible to make mist/miasma/etc. transparent?

Here's a step-by-step procedure:

1. Go to the data folder thats in your DF installation.

2. Go to the art folder.

3. Double-click on ironhand.png file to open it in an image-viewing progam (usually Windows Picture Viewer).

4. The picture shows the tileset made by Ironhand. Count the number of tiles, starting from the upper-left corner and going right, beggining with the number 0. The last tile on the right should be #15. Look for the tile you would like to use for fish, and then proceed to count towards it using this.

5. When you get to the tile you want, note down the number you counted to in paper, or in notepad.

6. Go to the raw folder in your DF installation.

7. Go to the objects folder.

8. Open the creature_large_riverlake.txt file.

9. Search for the [FISH_CARP]. Once you've found it, look for the tag "[CREATURE_TILE]". This tag should have a number next to it.

10. Erase that number, and write in the number you noted down from counting on the picture file.

11. Save the file and quit.

12. Fire up DF, go to the arena, and spawn a carp in the water.



If you see the carp look like the tile you wanted, congrats! A modder is you!

If it did not work, go through each step again, and check the number that you counted to make sure its the right one.


P.S. For the lazy ones and the TL;DR crowd, the tile number for the fish-looking graphic in ironhand.png is 172.
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Hummingbird

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Re: Ironhand's Graphics Set (0.40 in progress...)
« Reply #794 on: June 20, 2010, 12:11:39 am »

Really?
That's weird... they show up fine for me.
Is anybody else having that problem?

Check out the screenshot of the day:
Spoiler (click to show/hide)

I haven't had a chance to actually play the game since I started my set.
I hope you'll all grant me this weekend. = P

Although, I am using the opportunity to look for problems and inconsistencies.
How do you guys like the color scheme in that shot? I think that's what I'll be using from now on.
Here it is, if you want to play with it:

Spoiler: 0.40 Colors (click to show/hide)

That's looking really good! I also dig the changes in the wall tiles.

May we have a shot of water and sand as well, either in the world map or in fortress mode? One of the biggest issues with the previous coloring was that the fluid tile was too dark.

Anyway, I'm looking forward to the next release!

By the way, it would help us Mac/Linux users out if you could also release a package with just the raw, init, and art folders, so that we're not downloading a Windows copy of the game every time we update. It would also make it clearer what folders need to be installed in order to make the tileset work in Macs.
I would also enjoy that. I keep unzipping it just to delete everything but graphics and the one thing in art.
Isn't that what i suggested before?

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)
@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?

Yeah, but I thought it bore repeating.
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But Elves aren't Vegetarians. They eat people.
So they are humanitarians.
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