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Author Topic: Ironhand's Graphics Set (on Hiatus)  (Read 1246477 times)

Ironhand

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Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
« Reply #2310 on: August 13, 2010, 01:21:06 pm »

Oh, wow. Yeah, rendering light sources would be EPIC.

But I don't think we can pick up information about a tile yet,
so I don't think we'll be able to do that yet. But it does sound cool.

Now I'm thinking, though, that we could do some cool stuff with
diagonal walls. We could even do more angles than just 45 and 90%.
In fact, I am starting to get all excited about that now... I think I'll
make that one of my first goals when we get to play with this thing.

I am going to make a RIDICULOUS smooth/engraved wall-rendering system.
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Maldevious

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Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
« Reply #2311 on: August 13, 2010, 01:42:59 pm »

It seems like we're on the cusp of something big here. Very exciting.
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Solace

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Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
« Reply #2312 on: August 13, 2010, 01:43:49 pm »

Light sources would be cool, but there's two problems. Even if we could find the neighbor-source of light and onion out fractional light decrements, we'd most likely need some sort of third tile overlay option to actually make the tiles lighter or darker. Also, unless you want to be completely dependent on skylights to see, you'd need to make some sort of lamp/torch object you'd need to build all over the place.
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Ironhand

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Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
« Reply #2313 on: August 13, 2010, 01:49:54 pm »

We can do the overlay thing. Baughn's already said we can use as many tiles as we want.
But yeah, the problem is figuring out how much light there's supposed to be on a tile.
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WormSlayer

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Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
« Reply #2314 on: August 13, 2010, 01:52:36 pm »

I'm pretty sure we can use shaders to combine multiple tiles. If Toady can be convinced to make it possible, we could have frost and heat haze overlaid based on temperature or maybe damp and warm stone overlays?

I've also been thinking walls could see a lot of new features because of course they always block.

Lighting would be awesome there is a big thread on it elsewhere on the forums. Tomb of Balin style light shafts = win! :)
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Baughn

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Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
« Reply #2315 on: August 13, 2010, 01:54:32 pm »

Ooh. Yes, temperature overlays would be really neat..

Dumping lighting or heat info should be pretty simple on Toady's part, so I think there's a good chance we can convince him of that. Still, let's not get ahead of ourselves; there's plenty to work out now. Like how opengl 3.3 works, exactly. :P
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ghostxxx

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Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
« Reply #2316 on: August 13, 2010, 01:55:28 pm »

Horay for unlimited tiles!
The light source is for aesthetics, so you can have a normal tile set like the way it is right now, with some tiles being a tad bit (just noticeable) brighter. If we can do overlays, maybe it would even be possible to draw sunrays!

I think it would way freaking cool, if

A) Gems inside walls gave off a shimmer to neighboring tiles. Or gems in general gave off shimmers, so let's say when you engrave something with gems, it gets a little glow!

B) Artifacts gave off shimmers and "auras"!
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WormSlayer

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Re: Ironhand's Graphics Set (still waiting for 0.50...)
« Reply #2317 on: August 13, 2010, 01:59:01 pm »

Heck, you could use a geometry shader and do actual 3D. (Subject to input limitations. You don't get any more data to work with.)

Dude...

I may have to think about a 3D tileset at some point :D

*Insert Dungeon Keeper-style graphics fantasy here...
« Last Edit: August 13, 2010, 02:00:57 pm by WormSlayer »
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ghostxxx

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Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
« Reply #2318 on: August 13, 2010, 02:00:46 pm »

A 3D tileset would be the "freaking amazing"! I have some 3d modeling experience, so if you're going to go the 3D model way, I can help out.
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WormSlayer

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Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
« Reply #2319 on: August 13, 2010, 02:21:21 pm »

A 3D set is a pipe dream for now, we're going to have our work cut out for us just using all these new 2D features when they come online :D

Sparkling or something on gem clusters would be totally doable, rough gems maybe not - That tile still gets used for spider webs and stuff... We may be able to use the colours to tell gems apart though.

While we cant do lighting, we may be able to add some subtle glows around furnaces and stuff though?
« Last Edit: August 13, 2010, 03:34:49 pm by WormSlayer »
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Baughn

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Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
« Reply #2320 on: August 13, 2010, 02:33:44 pm »

Sure, I don't see why not. :P
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carebear

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Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
« Reply #2321 on: August 13, 2010, 02:52:21 pm »

Stop making me so excited guys, it makes the wait feel longer!  >:(
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ghostxxx

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Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
« Reply #2322 on: August 13, 2010, 02:53:43 pm »

So, if we are going to have the ability to overlay tiles, would it be possible to overlay weapons on a dwarf? Say a dwarf equips an axe, will we be able to overlay the axe on the dwarf tile, so it looks like the dwarf has the axe on his back?
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qwert

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Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
« Reply #2323 on: August 13, 2010, 03:08:08 pm »

You know.. on the whole dragon thing..
You could in theory draw the wing tile over the dwarf/ground/whatever tile since you are just adding the wing and not reading it directly from DF.

You could also swap the actual dragon tile to have the wings folded when there are walls on either side...

Heck, you could get a flying animation going when the dragon has nothing but open space around him  :o
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Ironhand

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Re: Ironhand's Graphics Set (brainstorming ideas for the new tile format!)
« Reply #2324 on: August 13, 2010, 03:30:25 pm »

Good call!

Except vanilla dragons don't fly.

And I'm gonna kinda avoid animations to start off
(other than maybe some flickering glows for magma and furnaces).

But yeah, if I'm drawing the wings and stuff on transparencies, that'll be fine!
I can even put them over floors or trees or water or whatever's nearby.
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