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Author Topic: Ironhand's Graphics Set (on Hiatus)  (Read 1241955 times)

Vince

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Re: Ironhand's Graphics Set (getting psyched about 0.50!)
« Reply #1905 on: August 04, 2010, 01:49:37 am »

I can't handle the awesome!
Spoiler (click to show/hide)
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DFa4_anon

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  • legendary robber of caravans
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Re: Ironhand's Graphics Set (getting psyched about 0.50!)
« Reply #1906 on: August 04, 2010, 01:59:16 am »

Hey dorfs! I thought that our fortress is need cool fresh goods for our legendary craftdwarfs like Ironhand..
And I fell into strange mood and and went to rob the caravans!!



Robbery is sucsess!
All new stuff is already delivered to our fortress into Ironhand's workshop!


Zoomed preview of robbed caravan:
Spoiler (click to show/hide)

Original.
Spoiler (click to show/hide)

SO MANY COOL STUFF FOR OUR FORTRESS!! Craftdwarfs can now create their new masterpieces.
 I feel myself as legendary robber of caravans now.
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Vince

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Re: Ironhand's Graphics Set (getting psyched about 0.50!)
« Reply #1907 on: August 04, 2010, 03:23:09 am »

I like the floor tiles, but we must be careful not to mix styles too much.
The bag under the bed, SW from the chest under the dogs (gah xD) is awesome!
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pugi

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Re: Ironhand's Graphics Set (getting psyched about 0.50!)
« Reply #1908 on: August 04, 2010, 03:30:09 am »

Hey, i love the awesomeness of this graphics set, but i want to make a suggestion for the wolf. I think it would look much better with it's head held low like this or this.
A wolf isn't howling all the time...

Also all the characters are shifted too high and left in your clean set, most noticeable with the "l", whose top is inside the "\" tile. And the characters in the glowing tileset aren't arranged perfectly too, as already noted.

I recommend laying a 18x18 grid over your tileset when editing it, whch is an easy to enable function in gimp/photoshop and you can immediately see when a tile is clipping these gridlines.


Keep up the good work :)
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Vince

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Re: Ironhand's Graphics Set (getting psyched about 0.50!)
« Reply #1909 on: August 04, 2010, 03:44:36 am »

Also all the characters are shifted too high and left in your clean set, most noticeable with the "l", whose top is inside the "\" tile. And the characters in the glowing tileset aren't arranged perfectly too, as already noted.

I already mentioned that, the fonts are getting outsourced anyway in the next version, so there is no need to fix it. :)
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Zulithe

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Re: Ironhand's Graphics Set (getting psyched about 0.50!)
« Reply #1910 on: August 04, 2010, 04:16:01 am »

Where are you guys getting this information about the fonts being seperated? I can't find the bug # on that. Is there a thread?

Still this is a really exciting development for anyone who likes custom graphics sets! The current system is very insufficient.
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Baughn

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Re: Ironhand's Graphics Set (getting psyched about 0.50!)
« Reply #1911 on: August 04, 2010, 04:20:16 am »

I should probably point out that, although the code is in there and you'll (hopefully) be able to test it, truetype rendering won't be on by default in the next release and it'll also only work in PRINT_MODE:2D.

I've still got a fair bit of work left to do, some of which can only be done once it's compiled with DF.
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Sean Mirrsen

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Re: Ironhand's Graphics Set (getting psyched about 0.50!)
« Reply #1912 on: August 04, 2010, 05:04:00 am »

Why only in 2D though?
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Zulithe

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Re: Ironhand's Graphics Set (getting psyched about 0.50!)
« Reply #1913 on: August 04, 2010, 05:57:26 am »

Thanks Baughn! Good luck with your progress.

Hmm. So Ironhand... in light of Baughn's comment above, maybe we can get a 0.47 to tide us over? :P
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Ironhand

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Re: Ironhand's Graphics Set (getting psyched about 0.50!)
« Reply #1914 on: August 04, 2010, 06:23:25 am »

Yeah, I think we can make that happen.

I will work on it tomorrow. Or maybe even tonight. We'll see.
I need to fix wolves and mountain goats and I'll package it up.
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Baughn

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Re: Ironhand's Graphics Set (getting psyched about 0.50!)
« Reply #1915 on: August 04, 2010, 06:35:39 am »

Why only in 2D though?
Because it's easy. Rendering the same text via OpenGL has all kinds of possible performance/memory tradeoffs, and I can't decide which is best without seeing it in action.
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Vince

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Re: Ironhand's Graphics Set (getting psyched about 0.50!)
« Reply #1916 on: August 04, 2010, 07:04:47 am »

Because it's easy. Rendering the same text via OpenGL has all kinds of possible performance/memory tradeoffs, and I can't decide which is best without seeing it in action.

I implemented truetype text display with freetype2 and ftgl lately, it's pretty performant with bitmapfonts, as long as it's not some UTF-16 glyph or something (they are not pre-generated and have to be loaded/generated at runtime).
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carebear

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Re: Ironhand's Graphics Set (getting psyched about 0.50!)
« Reply #1917 on: August 04, 2010, 09:09:41 am »

I'm psyching!
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McBeer

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Re: Ironhand's Graphics Set (making critters!)
« Reply #1918 on: August 04, 2010, 09:13:40 am »

Godspeed you beautiful crazy gardening person.
Thanks!

Quote
All those EPIC new trees by WormSlayer!
fabulous!

Quote
Water/magma will be differentiated by depth!
Blood/vomit/mud splats will be a brand new tile!
Bins/stairs/floodgates/etc/etc will be a new (bin) tile!
Supports, glass doors, zzzs for sleeping, os for workshops,
ns and stuff for world maps, COFFINS (finally!), and more!

let me second what Vince said:
http://img39.imageshack.us/img39/1131/1279779921406.png
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Ironhand

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Re: Ironhand's Graphics Set (bushels of goodies!)
« Reply #1919 on: August 04, 2010, 06:42:23 pm »

No longer will dwarves be forced to carry around huge piles of strawberries and quarry bush leaves in their arms!!!



I present to you all: BUSHELS. Plus WormSlayer's sheaves.
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